Support for HTNPlayer (scarecrows, cargo ship, scientists, and military tunnel scientists)Suggestion
theonecsm36
I like to request the developer to add the following to support the Halloween scarecrows, cargoship scientists, and some of the military tunnel scientists.

I believe they are called HTNPlayer, so not sure how hard it would be to add it to the Botspawn.cs file so we can add options in the Botspawn.json file.

I am sure the community wants this feature, so we can make the murderers ignore HTNPlayer.

I also want the ability to have in game murderers to ignore animals, I have the option that they can't harm the animals, but they still go after them.
Father
In response to theonecsm36 ():
I like to request the developer to add the following to support the Halloween scarecrows, cargoship...
think the only way to get them to spawn default scientist in via console into tunnels and such ai.npc_enable true

Related Scientist Variables 

VariableDefault Description
ai.npc_alertness_drain_rate0.1Defines the rate at which we drain the alertness level of an NPC when there are no enemies in sight.
ai.npc_alertness_zero_detection_mod0.5Defines the threshold of visibility required to detect an enemy when alertness is zero.
ai.npc_cover_compromised_cooldown10Defines how long a cover point is marked as compromised before it’s cleared again for selection.
ai.npc_cover_path_vs_straight_dist_max_diff2Defines what the maximum difference between straight-line distance and path distance can be when evaluating cover points
ai.npc_cover_use_path_distanceTrueIf npc_cover_use_path_distance is set to true then npcs will look at the distance between the cover point and their target using the path between the two, rather than the straight-line distance.
ai.npc_door_trigger_size1.5Defines the size of the trigger box on doors that opens the door as npcs walk close to it.
ai.npc_families_no_hurtTrueIf npc_families_no_hurt is true, npcs of the same family won’t be able to hurt each other.
ai.npc_max_junkpile_count20Defines how many npcs can spawn into the world at junk piles at the same time (does not include monuments).
ai.npc_max_population_military_tunnels3Defines the size of the npc population at military tunnels.
ai.npc_patrol_point_cooldown5Defines the cool down time on a patrol point until it’s available again.
ai.npc_respawn_delay_max_military_tunnels1920Defines the maximum delay between spawn ticks at military tunnels.
ai.npc_respawn_delay_min_military_tunnels480Defines the minimum delay between spawn ticks at military tunnels.
ai.npc_spawn_per_tick_max_military_tunnels1Defines how many can maximum spawn at once at military tunnels.
ai.npc_spawn_per_tick_min_military_tunnels1Defines how many will minimum spawn at once at military tunnels.
ai.npc_speed_crouch_run0.25Defines the speed of an npc when in the crouched run state, and should be a number between 0 and 1.
ai.npc_speed_crouch_walk0.1Defines the speed of an npc when in the crouched walk state, and should be a number between 0 and 1.
ai.npc_speed_run0.4Defines the speed of an npc when in the run state, and should be a number between 0 and 1.
ai.npc_speed_sprint1Defines the speed of an npc when in the sprint state, and should be a number between 0 and 1.
ai.npc_speed_walk0.18Defines the speed of an npc when in the walk state, and should be a number between 0 and 1.
ai.npc_valid_aim_cone0.8Defines how close their aim needs to be on target in order to fire.
ai.npc_junkpile_a_spawn_chance0.0Defines the chance for scientists to spawn at junkpile a.
ai.npc_junkpile_g_spawn_chance0.0Defines the chance for scientists to spawn at junkpile g.

Scientist Hazmat Suits (Gear)

Below are the item IDs used to spawn in the different Hazmat suits found in RUST. These item IDs can be used with inventory. give and entity.spawnitem commands and passing the specific Item ID.

Item IDColorCraftable
hazmatsuitRed, Yellow, BlueYes
hazmatsuit_scientistBlueNo
hazmatsuit_scientist_peacekeeperGreenNo
Steenamaroo
Plugin Developer
In response to theonecsm36 ():
I like to request the developer to add the following to support the Halloween scarecrows, cargoship...

Hi theonecsm36,

I thought I had added this a while ago, but obviously didn't. It's not a big deal so I'll add it in some time soon.

Regarding animals, the last Rust update caused a lot of issues and I think all of the targeting(ignore) options should be not-working right now.
If your post was after that update, that would explain it.

I'll check anyway, while I'm looking at the other thing.

theonecsm36
Original Poster
No sorry it was before update, murderers go after scarecrows, scientists, and animals.

Just want a way for them to ignore the above. 

Really appreciate it, thank you!
pookins
In response to theonecsm36 ():
No sorry it was before update, murderers go after scarecrows, scientists, and animals.

Ju...
I have never had that problem, I have had bots standing next to scientists and ignoring them and the animals, as for scarecrows I have not had them on the server since halloween,
theonecsm36
Original Poster
It is certain scientists, not the one you spawn with BotSpawn, the ones that are HTNPlayer that are spawned by the Rust not a plugin.

Animals - are being attacked, but not killed, no damage, I want them to ignore them. The murderers that go after the animals are HTNPlayers from the Halloween release as we have that enabled on our server.
Kleementin
I would like to choose between murderer and the Halloween scarecrows for every monument.
Thank you.
krazy
In response to Kleementin ():
I would like to choose between murderer and the Halloween scarecrows for every monument.
Thank...
I dont believe he's adding on to this plugin anymore, he's just maintaining it for compile issues if they arise.
pookins
In response to Kleementin ():
I would like to choose between murderer and the Halloween scarecrows for every monument.
Thank...
You can do it by using "scientists" at the locations you want and using a kit that contains the "WIP" clothing that is the same as the scarecrow with glowing eyes and equip them with the weapons you want, I created the kit ("ghoul") for the bots i use at the new locations (wild swamps and abandoned cabins) and they look quite good in the misty atmosphere,
You can "give" yourself the WIP item to use in the kit (it shows item id 273951840) as well as the sickle -1368584029 and the pitchfork 1090916276
Father
is possible to have 2 groups of bots at each monument ? each with different kit
Steenamaroo
Plugin Developer
In response to Father ():
is possible to have 2 groups of bots at each monument ? each with different kit
Yes, but the second group at each monument would need to be a custom profile, manually added at the right location.
If you assign a 'Parent_Monument' to the new profiles, they will automatically relocatate when you change map seed,
so you should only have to do the manual set up once.
pookins
In response to Steenamaroo ():
Yes, but the second group at each monument would need to be a custom profile, manually added at the...
The problem is that the  monuments "shift" so that your parent monument for "Wild Swamp1" is the  "Mining Outpost" in the "old" map and when your next map comes up you get a message that "Mining outpost" does not exist for "wild Swamp1" ,  Do you have to assign a parent monument ?, You would not do it at the "Dome" as it would be its own parent monument for custom spawns (?)
Steenamaroo
Plugin Developer
If you have a map which has airfield at 0,0,0, just say, and you create some custom profiles right at the airfield,
those custom profiles will be at 0,0,0 on a new map seed regardless of where the airfield is now.

If, however, you set 'Airfield' as the parent monument for those profiles prior to map-seed change, BotSpawn will find the new location for the airfield and relocate those profiles for you.

It's a means of having multiple profiles per monument, without having to manually set them up every time.


If a parent monument is set for some profile but that monument doesn't exist on your new map seed, the profile in question is just automatically disabled.

Also, it is made to be accurate. You could use it to always have a bot spawn at a particular monument door way / entrace / alley.
Father
In response to Steenamaroo ():
Yes, but the second group at each monument would need to be a custom profile, manually added at the...
i'm a bit confused on this if i was to lets say airfield for example i would add secondary airfield and name it like airfield2 but the problem is i tried it and it only moved to nex monument the dome so could you explain it a tad bit more better for us old farts to comprehend better lol
Steenamaroo
Plugin Developer
That's about the best description I can give.

Setting Parent_Monument of "Airfield", for example, is like saying 'always keep this custom profile near the airfield',
rather than saying 'always keep this custom profile at the coordinates where it was created.
If map seed changes the airfield moves, and the custom locations (parented to it) move with it.