Steenamaroo updated BotSpawn with a new update entry:
1.6.1
BotSpawn
Moved
Total Downloads: 11,688 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018
- 5/5, 81 likes
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@Steenamaroo, by any chance have an idea of how to disable the Default junk pile AI? Or how to properly set their spawnrate to null(As in they don't spawn?)
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ai.npc_junkpile_a_spawn_chance 0
and
ai.npc_junkpile_g_spawn_chance 0
?
Haven't tried it, though. -
I did set them to that just a few mins ago. Would have to wait a while and wait for the ones active to despawn and see if they still appear around. Note to self, don't set it to 0.0- though.
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Yeah, I'm not sure if it would take effect 'live' or if you'd have to specify in startup file and restart the server.
I suppose time will tell. -
del assets/prefabs/npc/scientist/scientistjunkpile.prefab -
Hi I added a custom npc but I cannot spawn them underground (military tunnel). As soon as I pass first door, anywhere I go, they spawn on top on the ground. Even tried the moveto it change the loc but always on top. Is it intended? Can I fix it in codes?
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Dunno if this has been mentioned, but call me lazy but id rather not look through 190 pages (not that i sifted through any before posting this)
@Steenamaroo you should add the ability to add bot groups that interact with each other. For instance 2 groups that wont kill members of their own group, but will kill members of the other group
My server uses your mod to populate itself and make things more lively and i run a host of bot groups. It would be interesting if they could interact with each other -
That would be pretty easy to implement, I think.
All I'd have to do is give you a field for "faction name" or something like that in the config+data then add a name check in the targeting hook.
Rather than getting into specific rules, just have it that bots of the same faction name, regardless of profile/location, are cool with each other?
I'll look into it for next update.
Thanks for the suggestion. -
Great mod! Everyone is enjoying a little more life on the map.
Any chance that you might be able to add compatibility with ServerRewards, so players can gain RP by killing bots? This would be great! -
after I create a custom spawn point with "/botspawn add" inside data/botspawn.json it just says "CustomProfiles": {} still, what am I doing wrong ? plz I have minor brain dmg.
-edit being, k im just dumb as figured, ftp to server was opening botspawn 2.json ?? no idea.Last edited by a moderator: May 20, 2018 -
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[DOUBLEPOST=1526849597][/DOUBLEPOST] -
Its not actually showing up as having more players on the server. It only shows me (since im the only one that has joined it), im just using bots to make it more lively and make things feel less boring. Its more fun (to me anyways) when i can randomly run across a geared npc and get into fights and such
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you give the bots say Batteries then let players collect them.
Then if u have compoundoptions plugin u can set the shops to give something in return for a set amount of batteries -
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He's talking about a workaround for npc kill rewards.
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We actually had to modify the Rewards.cs for our server to see botspawn bots as NPC kills instead of player kills.
line 463:
if (victim.ToPlayer() != null)
becomes
if (victim.ToPlayer() != null && victim.name.Contains("assets/prefabs/npc/") == false)
then we add a section at the end of the else if chain around line 503:
else if (victim.name == "assets/prefabs/npc/murderer/murderer.prefab")
{
OnKillNPC((BasePlayer)victim, info);
}
This also catches and properly counts halloween murderers.
On another note...@Steenamaroo Any chance we can have Corpse_Duration moved to the individual monument and custom profiles data structures so we can control despawn time individually? We have a boss zombie we would like the body to hang around longer without having to set it global and cause all zombie corpses to despawn at the same time. Awesome job on the plug BTW. -
Great mod. Absolutely love it. I've been wondering if there is a way to make the bots attack a player inside their base? I'm trying to do something like 7 Days to Die where every now-and-then bots would spawn and got straight to the player(s) to attack them even if they are inside their base and outside the range of the monuments.