BotSpawn

Moved

Total Downloads: 11,685 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018

5/5, 81 likes
  1. If you show a copy of config.json and data,json it might help sort it out,
     
  2. Ok so I put an old data file (from the last week) (bots spawn week after week on my server)
    I activate all bots in the file, reload the plugin and the file don't wipe.
    Weird... That's what I did yesterday... I'll see tomorow !
    Thx for the help
     

    Attached Files:

    Last edited by a moderator: Jun 22, 2018
  3. That data file doesn't comply to the current data structure which suggests it came from an old version of BotSpawn.

    1.6.9 update notes:
    If you're coming from BotSpawn several versions old, install 1.6.8 first in order to auto-udpate your config + data file structures.
     
  4. I make my files one month ago, maybe I did mistake when the plugin was up to date. My bad, again...
     
  5. No probs.
    If you install V1.6.8 with the data file you attached, it will get automatically migrated to the new structure.
    You can confirm this by checking the 'new' data file for a section called 'MigrationDataDoNotEdit'.

    If it's there, your data is now updated and you should be able to use 1.6.9 without issue.
     
  6. This is all that's in my config/data file
     

    Attached Files:

  7. That's your data file. There'll only be information in there if you've created custom profiles.
    Config file, containing all the default profiles, is in the /config folder.
     
  8. Yes, I know that was the data, here is the config. And what is the purpose of custom profiles?
     

    Attached Files:

  9. Sorry, I'm not sure why you're showing me this.

    Custom profiles are profiles you've created at your own preferred locations.
    See the overview for chat commands.
     
  10. I'm trying to figure out how to increase bot health. I'm trying to spawn in "boss" bots in certain areas with higher health than the max of 100 for murderer and 150 for scientist
     
  11. Each profile has a setting for bothealth. Just set it to a higher number.
     
  12. He's still spawning in with 100 health, not 500, what am I doing wrong?
     

    Attached Files:

  13. How are you judging that?
    Botspawn applies a damage multiplier rather than actually changing the bot's health so if you have a visual display of their health it will appear to be wrong.
     
  14. Well, that's what I was doing wrong, had a visual display, just tested with an unsilenced bolt action, took six head shots to drop him
    [DOUBLEPOST=1529703958][/DOUBLEPOST]Thanks for bearing with my idiocy lol


    Any plans on updating BotSpawn to replace junkpile npcs as well?
     
  15. Nah, don't sweat it. I don't think I state anywhere that it's technically a damage multiplier, rather than genuine health setting.

    I didn't have, but I suppose it wouldn't be too hard to add a one-size-fits-all junkpiles profile.
    Probably not soon, but I'll keep it in mind. :)
     
  16. careful with the settings, I set it to spawn 10 bots around the launch site and I too wanted boss bots so the health was set to 500 and I went the extra mile and upped the accuracy and damage just a minor increase, lol went to the launch area and was swarmed by killer bots that didn't die, was very challenging and a bit stressful. was fun as hell but did die pretty quickly, so I lowered some settings and now the bots are lethal but not impossible but those damn bots will group up and chase you down.
     
  17. Would be nice to turn the game ai completely off and use BotSpawn, I vastly prefer the control your mod gives
    [DOUBLEPOST=1529707036][/DOUBLEPOST]

    Haha yea, I'm experimenting with wild spawns of Boss npcs, and they are rough as shit lol
     
  18. Thinking about it, it should actually be pretty easy to add in.
    Thanks for floating it.

    I take it Scientist behaviour is all good now, bar the long range distance option?
     
  19. Scientist behave as they should, turned down the roaming and spawn radius on monuments as they tend to end up on the edges.
    [DOUBLEPOST=1529715748][/DOUBLEPOST]Another question @Steenamaroo , would it be possible to include additional spawn types for purposes of Quests? (Not your mod I know, but hear me out). So as of right now, there are four potential scientist spawns:
    • scientist
    • scientist_gunner
    • scientistjunkpile
    • scientistpeacekeeper
    Now, with the Quests mod, using the named bosses that I've created using Botspawn, I've attempted to create quests with awesome rewards for killing them, but that mod doesn't go by name it goes by objective type. So if I've got a boss "scientist" with a name of "The Commander", any scientist kill satisfies the kill 1 scientist requirement. One option would be to make all my BotSpawn bots to be scientists and my bosses to be murderers, (which would throw off the "balance" I've attempted to maintain with murders spawning at low level monuments and scientists at higher level monuments) but if it were possible to make them a different type of scientist (i.e. the peacekeeper guys or the gunners, whom are the ones that spawn inside the CH47) I could modify that one boss spawn and make it harder for someone to cheat a quest completion.
     
    Last edited by a moderator: Jun 23, 2018
  20. I changed all my bots back to scientist and had to remove their ak's and give them shotguns as they were killing me from miles away. their behavior is back to normal and very aggro,

    BUT I have an odd problem, I load the shotguns with Green "solid" slug ammo but if i redeem the kit to check it the ammo has changed to Red "buckshot" , any hints ?
     
    Last edited by a moderator: Jun 23, 2018