BotSpawn

Moved

Total Downloads: 11,690 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018

5/5, 81 likes
  1. Join the club. ;)
     
  2. Looks like I have the config 100% dynamic. It's automatically adding and removing loose variables and monument profiles. :) :) :) :)

    Not sure I can do the same for data but, still, that's good news. ^^

    Edit: Data file is done too. Next update should be nice and easy. ;)
     
    Last edited by a moderator: Apr 22, 2018
  3. Where is the dropped loot table located? I'd like to change what they could possibly drop. Its a little OP dropping explosives and Mp5's/Spas (Even with weapon drop set to false)
     
  4. Sounds like your mixing up various options there.

    Weapon drop relates to the weapon that the bot was using when he was killed.

    Rust loot would appear in the bot's main inventory when he dies and is subject to Rust's loot tables, or however they do that.
    I don't customise or alter than in any way; It's either on or off.
     
    Last edited by a moderator: Apr 22, 2018
  5. Allow_Rust_Loot is enabled? You can disable that. And give them multiple kits. They will spawn with one of them at random. In each kit, you can determine what they drop. 10 kits would equal 1 out of 10. I considered that once. But I have set one loot on one kit.
    hard to say about the default loot table.
     
  6. No, not mixing up config options. I have weapon drop set to false. Yes I have Allow_Rust_Loot enabled and they drop high amounts of pick axes, meds, semi rifle bodies, explosives, holo, and Spas/MP5's. Like thats not default Rust loot table, thats heavy weighted in a certain direction. I use 2 kits but wipe everything, its mostly so there are flashlights on the guns. Also are they still picking a kit at random or did the recent update fix them switching kits based on range? Thought thats how that worked. Anyway, bummer cant change or weight how/what they drop. Seems pretty OP
     
  7. Ok.
    Just making sure you know that Weapon_Drop has no relationship to loot.

    If the Rust loot table isn't default then you must have some other plugin modifying it.
    BotSpawn doesn't modify that. In fact, BotSpawn doesn't even add it. It's a default thing that BotSpawn has an option to remove.

    Kits can be chosen at random, yes. You have to specify more than one in the Kits array for your chosen monument.

    Kits never switched based on range. The bots will pick a sensible weapon, if they have one, based on range.

    I.E. If you give a bot a kit with a pistol, shotty, and bolty, in the belt, he will use those weapons at close, medium, and long range respectively.
     
  8. Yea I use AlphaLoot, gonna have to talk to Fuji. Thank for expl. of the kits.
     
  9. No probs.
    It would be nice if one of the loot table plugins supported the NPCPlayers. Maybe one does already?
     
  10. So doesnt seem like the plugin that controls my loot tables affects it at all. Hmmm.....
     

    Attached Files:

  11. Last I read "There's no situable Hook/Method yet to modify these types." Another post by Fuji
     
  12. I guess Rust buffed the loot then?
    IDK. Easy way to prove it - Unload BotSpawn and kill a few console spawned scientists. ;)

    Oh? Shame.
    I never looked into it, but I assumed you'd be able to check if the loot container parent is a corpse, when it spawns. @FuJiCuRa
     
  13. So how do get the scientists instead?
    NVM LOL i did it somehow.
     
  14. Hello, I come to share a zombie attack concern (neutral or skinned). They detect the player well, but have a big delay in launching the attack, while accuracy: 8 and damage: 0.6. Roam_range: 60
    Will you tell me why?
    Here are some screens where I indicated the clock in-game which represents 30sec or 1 minutes real.
    [​IMG]
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    [​IMG]
     
  15. It may relate to weapon range.
    There's an issue right now where Rust code is fighting my code.

    I used to prevent Rust's auto-weapon switching in favour of my own, but that prevention isn't working anymore and sometimes leaves the bot trying to draw a weapon that he doesn't have.

    Does that sound like what you're experiencing?
    From what I've seen a common symptom is putting the weapon away and 'hovering' a distance away from you.
     
  16. Whether zombies with machete or modified zombies, they have a problem to attack the players. I put Peace_Keeper ": false, and when they see a player, they move away instead of running towards the player as was the case in February / March 2018.
    By cons, in scientific mode, the bots are aggressive as it should, it's really a problem related to zombies.
    Sorry for a traduction with google trad.
     
  17. I wonder is some other plugin or setting interfering?
    I had a horde of stock zombies rush straight at me earlier.
     
  18. Here is how they are configured.

    "Airfield": {
    "Activate": true,
    "Allow_Rust_Loot": true,
    "Bot_Accuracy": 7,
    "Bot_Damage": 0.8,
    "BotHealth": 80,
    "BotName": "Agent de piste",
    "Bots": 25,
    "Disable_Radio": true,
    "Keep_Default_Loadout": false,
    "Kit": ["11"],
    "Murderer": true,
    "Peace_Keeper": false,
    "Radius": 160,
    "Respawn_Timer": 600,
    "Roam_Range": 60,
    "Suicide_Timer": 540,
    "Weapon_Drop": false,
    "Wipe_Belt": true,
    "Wipe_Clothing": true
    },
     
  19. Would you mind trying with no kit, out of curiosity?
    I'm not at a server right now.
     
  20. Before making a return, I tried without a kit, and they do exactly the same thing. That's why I found it strange, and allowed myself to get back to you from my experience.