BotSpawn
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Total Downloads: 11,685 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018
- 5/5, 81 likes
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Somehow I think it has something to with the bots, I have never had any problems with kits for the last 3 years, The bots however seem to operate under their own rules, It is not only one kit it is all of them that are armed with shotguns.
I have an idea that i will just have to live with it -
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Would it be possible to add an option to the bots, so they wont attack you UNTIL you attack them (also with melee weapons)? Would be very nice.
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That's how default Scientists operate now, right?
Don't think it'd be a problem. Just have to think of a clear way to name it, as I'd like to keep the existing peacekeeper option too. -
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It may not even be an issue, as such.
I haven't checked but it wouldn't be unreasonable to think Kits creates a weapon in default state, just like if you grabbed it from f1.
If the weapon appears in the kit with default ammo type and amount, I'd guess that's the case^.
If this hasn't always been the case then I guess something changed.
As I say, though, Kits thread is the place to ask. -
That option would be a very very nice one! Thank you for hearing me -
Also, the Long_Attack_Distance (i think) does not work 100%.. I set it to 20 and bots still attack me from like 50-150 meters away :/.
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The minimum would have been 55m anyway, but that was before things in Rust changed.
As far as I know, the option does nothing right now. -
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Nice.
Are those true custom profiles, in the data file?
If so, you can specify the monuments you listed as 'Parent',
then when it comes time to change your map seed BotSpawn should work out where to place that profile, relative to the specified monument's new location.
Saves you the trouble of manual relocation.Last edited by a moderator: Jun 23, 2018 -
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Also, any consideration of if it's possible to add the other scientist spawn types? -
Well, the additional peacekeeper option is being considered.
The gunners are a mounted AI, as far as I know, so that's not really relevant.
If you want them to have a 249, you can do that with kits.
That leaves the question, is there a difference between junkpile scientists and regular?
I can look at the AI assets to find out but if someone knows it might be quicker to tell me.
If you mean an option to replace these guys, as Rust spawns them, with custom BotSpawn bots, I'll be looking into that. -
And I was more asking for the fact that the game registers them as separate entities. As long as the Quests mod remains broken, it would be nice to be able to make a few special bots for kill purposes. I have the few boss npcs spawned in, and I can set a quest to kill them, but being that they are base scientists/murderers, the quest ignores their name and is satisfied by killing any murder or scientist (which defeats the purpose of boss bots for great rewards). Further, the quests mod differentiates between scientist and scientistjunkpile, so being that I set a scientist kill quest, I had to set it to be scientistjunkpile for the objective otherwise it wouldn't register the kills of npcs at junkpiles. I understand that Quests isn't your mod and you can't fix issues with that. But if it isn't too hard to add these other entities as base possibilities, it would be nice.
The gunners are a mounted AI, but they do run if spawned into the game via console commands, and I do have a few lmg kits -
For anyone following, we PMd a bit.
I'm thinking of bringing in junkpile scientists to replace the standard, so I don't really want to start using their prefab as a user option purely for quests/identification purposes.
I suggested putting some non-public item in the bot inventory and running an item-collect quest instead. -
Thanks for the idea @Steenamaroo that was brilliant. And using junkpile scientists to replace the standard would be great for most monuments as having scientists "searching" through the ruins lends to the realism. But I would suggest keeping standard for areas like the military tunnels as you want the instant aggro, although if done right I imagine junkpile scientists, without peacekeeper, would aggro instantly. I don't know, I'm a repair IT guy, not a coder. -
Glad it worked out for you.
The idea with junkpile scientists is just to offer BotSpawn guys as a replacement.
You wouldn't be able to place junkpile AI at the airfield, for example.
I think, most likely, there'll just be an additional config profile for 'Junkpiles' and whatever settings you apply there will apply to every junkpile on the map.
Thoughts?
I don't anticipate touching the MilTun guys at all, unless I offer an 'OnEntitySpawned' switcheroo for them...maybe? -
It would be nice to turn off game spawned NPCs entirely and just use BotSpawn