@Steenamaroo i will have someone on server test that now
@trixxxi is correct, they dont move and are easy to pick off
BotSpawn
Moved
Total Downloads: 11,691 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018
- 5/5, 81 likes
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Thank you, folks.
[DOUBLEPOST=1523037521][/DOUBLEPOST]Ok, looks like you can customise the range using
ai_to_player_distance_wakeup_range
The default is 160m.
Obviously there's a limit to how much we can increase this before we may as well have it disabled, but it might be useful to some of you.Last edited by a moderator: Apr 6, 2018 -
Edit: Steenamaroo was faster which makes my post obsolete -
Thanks regardless, @chadomat
[DOUBLEPOST=1523038174][/DOUBLEPOST]I'll look into the possibility of having a bot ignore the dormancy range if he's fired upon.
Not sure if it's possible, but it would be nice.
[DOUBLEPOST=1523038839][/DOUBLEPOST]Doing some testing here.
Looks like there were 41 default Rust bots on my server - Where, I'm not sure.
I killed them all via code then reloaded BotSpawn with ai_dormant false.
I'm seeing approx 180-200FPS with 115 BotSpawn bots where I was seeing lows of 130FPS before,
so still a performance hit, but nowhere near as bad as it was.Last edited by a moderator: Apr 6, 2018 -
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BotSpawn bots will always be more intensive that Rust bots because BotSpawn bots have additional checks running all the time.
I'm not seeing a meaningful performance hit with around 100 bots now, and I don't think that's too bad, but I'll be keeping performance in mind moving forward.
The biggest performance hit probably comes from the code which keeps them near their spawn point.
I should look into this again and see if anything has changed. -
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Have you any way of confirming you had as many as a thousand murderers?
I find it hard to believe you had no performance hit with that many - Did you actually see them?
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This has given me two things to think about:
1. Could it be possible to somehow use in-game voice chat for bots to use a text-to-speech engine? I know it is a bit of a stretch... but would be nice both for player-friendly NPCs and enemies.
2. It looks like Facepunch is starting to focus more on bots themselves. Now it seems they have ideas for a special monument for scientists. I wonder if, eventually, this plugin might become even obsolete. But I guess it will always be useful for customizing PVE. BotSpawn could become more of a BotManager. -
Hey,
1: I'm not sure I follow but I think anything audio-related in Rust is very limited.
2: I doubt it. BotSpawn gives you a way to manage kits, spawn locations (custom and default), accuracy, damage amount, names, roam range etc.
If Facepunch introduced bots per monument with a customisable spawn amount, it still wouldn't scratch the surface of the control you have here.
Even simply giving bots a kit is enough to warrant the existence of the plugin, I think.
What's more likely is that Facepunch will introduce new abilities and features, giving us more tools to play with and abuse in here. -
I assume you're already adding the option to spawn bots at ch47 crate drop?
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I'd like some sort of wave attack of bots - then the plugin could have options for number of bots per wave, time between waves and everything we already have...
No idea how possible that'd be, just putting it out there -
@Rebajas Pretty sure that's an event manager mode.
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shit, really? Cool!
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Remember one thing. Junkyard has those barbwire thingies. Bots get killed on them all the time. I ended up disabling them on that monument.
Junkyard is kind of a weird one.