BotSpawn

Moved

Total Downloads: 11,687 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018

5/5, 81 likes
  1. I think that's just what the murderers do; They're meant to try to get right up close to you.
    I think the fire rate should be in bursts, though. I'll have to get on and checks.

    I think certain skins caused odd issues in the past so it might be worth trying plain weapons, even if just to rule it out.

    Putting BotSpawn bots in the safe zones will make them not safe, as far as I know.
    They'll just do whatever they would in any other area of the map.
     
  2. Their "old" behaviour was more aggressive , they would return fire from a distance (now you can pot them off from outside their area with no response) or open fire from where they were standing/patrolling without running up to you, They would also look for you if you shot them and then retreated,
     
  3. If you try to change their kits whatsoever, the entire config file becomes corrupt. I've tried using other modifiers other than [] such as "" and {}, etc. Didn't work.

    *edit* Woopsie, just had to put the quotes inside the brackets, silly me.
     
  4. haha lol
     
  5. Pretty certain. I've gone back and forth between versions a number of times to fix things, now. Always back to 158, never changing the config or other plugins at the same time :)

    158 is the sweet spot. If murderer is supposd to only run up close then I don't want any future version i guess xD
     
  6. Strange. Can't think what the difference is.
    I did add a fix in 1.6.1 so melee attackers register as the attacker; Before it would show you were killed by the weapon.
    I also took the accuracy code out of the loop for melee weapons, but I'm not sure I did anything that would change whether they approach or not.

    I'm pretty sure murderers should always rush you and the scientists should be more tactical, using cover etc.

    What behaviour were you expecting? Did they used to just stand still and fire for you?
     
  7. What they used to do was patrol their area and if you got into aggro range they would shoot at you , they would also go after
    you if you shot them and would follow you for a while, I cant recall the "old" ones making the "murderer" sound either (?) all you would hear would be the radio, now you get a warning when they are close because of the grunting,
    Now they basically just stand there , even if you walk into their area most of them will stand there and occasionally shoot at you , some of them will rush you and hit/shoot you,

    It seems to me that the scientist behaviour is now what the bots (converted to murderer) behaviur used to be ! before the scientists were introduced the bots would seek cover and be tactical, I have been caught in many a crossfire by them.

    Is there an option to change the bots to murderer = false and get normal behaviour or is that option dead ?
    Or can you change the murderer behaviour to that of the scientists ?
     
  8. If you heard a radio it wasn't a murderer.

    If you set Murderer = false, you'll get a scientist.
     
  9. Will they have the kit assigned to that bot and will the weapon be lootable ? ,
    But as i said before, The murderers had radios before the scientists came out , otherwise what is the logic of being able to set a non existent radio to false ? and i used to hear it when they would go past me when i was hidden,
    Just checked and the ability to set it to false was in 1.1.9
     
    Last edited by a moderator: May 28, 2018
  10. Hey man, it's not as complicated as all that.

    Murderers don't have radios. Never did.
    The config option 'Disable_Radio' only applies to scientists, because only scientists have radios.

    For the record, the difference between Murderer and Scientist isn't something I came up with or maintain. Those models are hardcoded into Rust.

    Off the top of my head all options affect Murderers and Scientists equally, with the exception of 'Disable_Radio'.
     
  11. Hi, love this mod, and excellent work on it! Quick question, and apologies if it's been asked:

    In certain Monuments, you can't spawn the Bots "underneath" certain things, because BotSpawn seems to ignore the "Y" axis of their coordinates, and spawns the Bot on the highest elevation possible - so anything with a "roof" on it, the Bot will spawn on the roof, despite you designating the coordinate to spawn on the ground floor. Same goes for anything underground.

    Example 1: Airfield. You can't spawn the bots "in" the Hangars: they spawn on the roof.
    Example 2: Military Tunnels: You can't seem to spawn bots "underground" in general - they will spawn way up above on the "surface".
    Example 3: Lighthouse: You can't spawn bots in the lower level rooms, as it spawns them as high as possible.

    Any assistance in this would be greatly appreciated!
     
  12. Hi Adun,
    Thanks for the kind words.

    Yeah, that's a pretty accurate summary of how things are.

    Really, all it does is pick a random X/Z within your radius and go up 100m, then raycast down to find the first solid object.
    That's where the bot spawns.

    I doubt I'll be adding support for specific single spawn locations in the near future, although it might be worth putting in a terrain check so bots never spawn on buildings? That would be pretty easy and could be a true/false in config,
     
  13. is the NPCFix.cs file still needed?
     
  14. Honestly, I've no idea. Sorry. ;)
     
  15. I tried briefly google searching for an answer- I am able to create a kit with a flamethrower as the only weapon on the belt of a bot, however they wont use it, theyll just run up and stand there pointing it at people. They are not set as peacekeeper. Is this a known issue where rust doesnt consider it a weapon or is something else going on? Thx
     
    Last edited by a moderator: May 29, 2018
  16. Thanks for the lightning-quick reply Steenamaroo!
     
  17. They're most likely not equipped to handle fuel as an ammo type, but I don't know for sure.
    It might be worth trying to put fuel in their inventory; I don't know.
    I'd say if that doesn't work, it doesn't work. ;)
     
  18. Hello,

    Code:
         "Options": {
        "NoBotsVBots": true,
        "Ignore_Animals": true,
        "APC_Safe": true,
        "Turret_Safe": true,
        "Animal_Safe": true,
        "Supply_Enabled": false,
        "Remove_BackPacks": true,
        "Ignore_HumanNPC": true,
        "Pve_Safe": true,
        "Corpse_Duration": 30
      }, "Trainyard": {
          "Activate": true,
          "Murderer": true,
          "Bots": 5,
          "BotHealth": 100,
          "Radius": 100,
          "Kit": [],
          "BotName": "randomname",
          "Bot_Accuracy": 4,
          "Bot_Damage": 0.4,
          "Respawn_Timer": 60,
          "Disable_Radio": true,
          "Roam_Range": 40,
          "Peace_Keeper": true,
          "Weapon_Drop": true,
          "Keep_Default_Loadout": false,
          "Wipe_Belt": true,
          "Wipe_Clothing": true,
          "Allow_Rust_Loot": true,
          "Suicide_Timer": 300
        },
    I'm at train yard but no bot...
     
  19. Do you get bots at other monuments?
    Any relevant console output?