BotSpawn

Moved

Total Downloads: 11,691 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018

5/5, 81 likes
  1. Funny you should mention, I added a config option to prevent that today.
    If the 'attacker' is null, so is the damage. :)
     
  2. I guess config wipe is coming next update then?
     
  3. You'd better believe it. :p
     
  4. Hi, the question is off topic. Is it possible that the developers have made automatic configuration of the FPS for the server. My FPS limit is 1000, but when I run the server it only gives 230-220 fps, although before the upgrade it was 1001-980 fps.
     
  5. There's been some discussion about this and I updated the FAQ with relevant info yesterday.

    You can read back over it all if you want. If not, the upshot is that ai_dormant default value moved from true to false at the last update.
    That means the value changed for anyone who doesn't specify a value in their startup script.

    If you're seeing a dramatic change in performance since the update then the chances are you're in the above camp, and setting ai_dormant to true in your script should restore previous performance.

    There's still discussion about whether or not the AI is generally more demanding now, and some suggestion that there's more to it , but the above seems to have helped for a lot of people. :)

    The range for Ai dormancy can be set using 'ai_to_player_distance_wakeup_range'.
    Default is 160.
     
  6. so is that +ai_to_player_distance_wakeup_range_160 ? in the startup batch file
     

  7. Thank you very much, it all worked!
     
  8. I haven't tested it yet but the 160 is the value, so it'd be separated by a space..maybe wrapped in " " ?

    I guess try
    +ai_to_player_distance_wakeup_range 160
    or
    +ai_to_player_distance_wakeup_range "160"
     
  9. bots do not shoot the player even if they are set to not stay in "peace_keeper": false,
     
  10. еще один вопрос, у меня есть строки в консоли об убийствах, хотя этот сервер пуст. боты убивают друг друга? в настройках необходимо, чтобы роботы были ограничены только игроками. похоже, что «ворон [1071522/6017091] был убит косой чертой». Или я чего-то не хватает? Заранее спасибо!
    [DOUBLEPOST=1523136313][/DOUBLEPOST]one more question, I have lines in the console about murders, although this server is empty. are the bots killing each other? in the settings it is necessary that the robots are limited only by the players. it looks like this "raven [1071522/6017091] was killed by slash". Or am I missing something? Thank you in advance!
     
  11. More likely they are walking into barbs or cacti.
    There's an option to prevent this in the newest unreleased version but, in the mean time, best to just keep their spawn points away from spiky dangers. ;)
     
  12. the appearance points are only on the monuments, nor what extra I have done. Maybe it's cacti, thanks for the answer!
     
  13. Yeah, one of them, at least, is surrounded by barbs.
    Can't remember which but I found out the other day when enabling all monuments. I keeped seeing the 'slashed' message the same as you, and found an area where bots were just walking back and forth straight through the stuff.

    I've added a config option that, when enabled, will null damage to bots if there is no animal or player attacker.
     
  14. @Steenamaroo Are you working on a way to control all the AI on the map including the blue scientists? If not I would find that very useful.
     
  15. Is it possible to make this value "ai_dormant true" by default the server's startup? Since after server restart this setting goes to the false state. Thank you.
     
  16. I don't think so, Tunnleram.
    More likely I'll end up adding new locations to BotSpawn to cover everything and disabling any Rust default bots would remain user choice.

    Yes. I'm not 100% sure on the syntax. I think +ai_dormant "true" ?
     
    Last edited by a moderator: Apr 8, 2018
  17. Tried all of these combinations and server "hangs" on loading at this stage
    (15:35:26) | Starting Navmesh Source Collecting.
    Tried these
    +backup +nav_grid 1+ai_to_player_distance_wakeup_range_160 +decay_upkeep false +ai_dormant true +sqadmanager.squad_disable false
    +backup +nav_grid 1+ai_to_player_distance_wakeup_range 160 +decay_upkeep false +ai_dormant true +sqadmanager.squad_disable false
    +backup +nav_grid 1+ai_to_player_distance_wakeup_range "160" +decay_upkeep false +ai_dormant true +sqadmanager.squad_disable false
    So i removed it from startup and everything loads ok,
    Still got incredible "rubber banding" since last game update,
    my server hosts reply to query
    The latest update for Rust has caused alot of performance issues, it
    > has increased the demand on the server largely and is very unoptimized.
    >
    > As for your server not showing up on lists, seems like a very strange
    > issue.
    > I can try changing your IP and see if that makes any difference to
    > this if you like?
     
  18. ai_dormant "true" helped a lot on my server. Now I can have 500+ zombies with 20+ players active on a 3000 size map without any rubber banding along with 200+ junkpile scientists and a handful of botspawn scientists at monuments (15 for big ones and 5 for smaller ones)
     
  19. Yes, how do I always "+ai_dormant "true"" always start?
     
  20. Any news on the NPCFix. Still crashing without it?
    [DOUBLEPOST=1523174756][/DOUBLEPOST]@Steenamaroo btw before you update, could it be possible to add an option for the bot to become a "suicide bomber" on contact? Like the creepers in Minecraft. Since you have suicide on the supply drop bots.
    I would then create Murderer types that chase players and explode when they get close for a melee strike.