ai_dormant worked, thanks. post-patch without ai_dormant, everything was getting shoved onto a single core and thus ground to a halt. ~600 bot server back to normal spread with this fix
for linux, just add it to your server config text file:
"aimanager.ai_dormant true" without quotes
for windows you're probably using a batch script so just add it to the script:
"+ai_dormant true" without quotes or w/e the arg is
[DOUBLEPOST=1523177910][/DOUBLEPOST]Assuming that's not a typo from inputting it you are missing a space between +nav_grid 1 and +ai_to_player...
BotSpawn
Moved
Total Downloads: 11,691 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018
- 5/5, 81 likes
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Hello.
I do not understand where to put this:
"ai_dormant true"
Could you tell me where to do it?
Thanks -
I have scientists appearing since last update, causing crashes etc. Nothing changed in my botspawn, and before there wasn't any.
Anyone know how to fix pls? All murderer: true -
RUST Scientist Command and Variables
They seems to be enabled by default also -
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@Steenamaroo 2 things.
1. When can we switch back from murderers. They aren't very controllable.
2. I commented about the accuracy a while back. I know your idea was to try to make it more realistic, but it's simply not. I have players complaining left and right about the accuracy and it's getting to be too much. I'm going to have to disable the bots in favor of the scientists only.
Today I asked a player how the bots were acting, after having conversations with players about it yesterday. I asked "how are the bots behaving?" Someone replied: "If by behaving themselves you mean chasing you across the map and sniping at you from 100m+, yes they're behaving"
This is how I have them all set
Code:"Airfield": { "Activate": true, "Aggression_Range": 17, "Bot_Accuracy": 3, "Bot_Damage": 0.4, "BotHealth": 100, "BotName": "Airport Security", "Bots": 7, "Disable_Radio": false, "Keep_Default_Loadout": false, "Kit": ["bot1", "bot2", "bot3", "bot4"], "Murderer": true, "Radius": 100, "Respawn_Timer": 900, "Roam_Range": 20, "Weapon_Drop": true },
I'd really like it if you considered changing the behavior. -
Hey,
1: I've no idea. Was hoping someone would tell me.
2: Yeah, fair enough. I'm planning to make it so that accuracy decreases with range, but I want to revisit vanilla bots first and see what they're like.
There's probably a much better accuracy option built right in to them now. I'll have a look.
Not the point but last I checked they wont just start picking you off from 200m. You had to fire at them first...
Is this no longer the case? -
Ok, I just tried reducing the probabilities.
Everything's the same at under 100m, but damage and accuracy get halved for every additional 100m.
It happens gradually so damage+accuracy would be 3/4 of whatever you set @ 150m.
Example - Accuracy is 5, so a 1 in 2 chance.
At 200m that will become a 1 in 4 chance.
You're welcome to test, if you like. PM me.Last edited by a moderator: Apr 8, 2018 -
I think what you're saying sounds much better and I'd be willing to test it.
I'll PM you in a sec and thanks for your attention to this cause I love BotSpawn! -
Ah, yes, ok... What you're describing makes sense.
I think the accuracy+damage tailing off will be good, in general, but it sounds like I need to look into how/when they disengage too.
I'll send you a copy of what I have tomorrow, when the server's up again, then look into disengage afterwards. -
Still having fun since the game update
got all these set to false
nav_grid
nav_disable
ai_dormant
and have this one set to 260
'ai_to_player_distance_wakeup_range
Bots are moving around (slowly with performance drain) but are running up to me and just hitting me with assault rifle (?)
BTW if you are having performance drops type F1 and see how many items are recorded as being rendered twice, I did and its amazing, and could be one reason everything is running so slow -
@Steenamaroo :: I've noticed a big performance hit after this last update, been trying to diagnose it (originally just thought it was the update) ... now realized that unloading the BotSpawn plugin gives me +50FPS Server-Side...
The lag on my server has been terrible since this last update, I'm thinking something changed with the AI and therefor how BotSpawn handles it?
I really don't want to unload this plugin, it's one of my players' favorites!
Any help would be much appreciated! -
[DOUBLEPOST=1523287806][/DOUBLEPOST]@Steenamaroo btw, what are the default damage and accuracy for the scientists? 150 hp and 5/05 accuracy/damage? -
BotSpawn applies a fraction chance for accuracy, and a multiplier for damage.
Without knowing what rust default accuracy is, we know that a setting of 5 in BotSpawn will result in half of it.
If damaged is specified in BotSpawn as "1" - Nothing will be changed.
0.5 would halve all damage dealt by bots, and 2 would double it. (assuming I didn't restrict it? Can't remember).
BotSpawn loads 0.4 and 4 as 'default' but these are arbitrary. -
ai_dormant did indeed bump up the server performance... thanks!!! -
I can't get BotSpawn to load since the latest update today
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Just BotSpawn? Any errors?
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No errors, nothing comes up. Even manually deleted and repasted cs file
[DOUBLEPOST=1523317480][/DOUBLEPOST]Looks like this isn't the only plugin that got screwed by the update. My carcommander no longer works either