Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.
This is another bot waves generator mod.
Inspired by BetterSpawnsPlus, MOAR and SWAG + Donuts.
Any of this mods can do more and do it better.
This mod is meant to be as simple as possible.
If you happy with big spawn mods don't use this one. I made it mostly for myself to keep game as close as possible to vanila SPT-AKI and fix issue when PMC spawns among Scavs and immidently kill each other.
This mod realize only one algorithm for spawns with minimal settings.
For PMC
Amount of PMC randomly selected between locationData.base.MinPlayers and locationData.base.MaxPlayers split by random size groups from 1 to config.maxPmcGroupSize randomly spreaded by bot spawn zones. List of zones shuffle every time. PMC spawns as a bosses in beginnig of raid (game spawn them in first 60 seconds).
For Scavs
Maximum amount of regular scavs on a map (locationData.base.BotMax - amount of marksman scavs) split by random size groups from 0 to config.maxScavGroupSize randomly spreaded by spawn zones.
Scavs spawns in 3 general waves:
- normal difficulty between 60 seconds and +120 seconds.
- normal difficulty between raidLength / 4 and +120 seconds.
- hard difficulty between raidLength / 2 and +120 seconds.
PMC and Scavs waves and groups generate after each raid from scratch.
Since PMC bots count as bots in game, mod increases MaxBots value for most maps by random value between `MinPlayers / 2` and `MinPlayers + 1`.
For small maps like Factory, Laboratory and Reserve by random value between `MaxPlayers / 2` and `MaxPlayers - 1`.
If option `streetsQuietRaids` set to `true` then for Streets max amount of bots does not change, max scav group size is 3 and amount of PMC always MinPlayers.
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Version 1.2.1
- Barlog_M
- 606 Downloads
Return changes for total bots amount back.
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Version 1.2.0
- Barlog_M
- 650 Downloads
- SPT 3.9.0 support
- Removed changes for total bots amount
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Version 1.1.0
- Barlog_M
- 982 Downloads
Support for SPT-AKI 3.8.0
New option
streetsQuietRaids
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Version 1.0.5
- Barlog_M
- 906 Downloads
Config parameter pmcBotDifficulty it must be specified to avoid problems with "An attempt was made to transition a task to a final state when it had already completed" because PMC bots dos not support difficulty setting AsOnline.
Big thanks to DrakiaXYZ
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Version 1.0.4
- Barlog_M
- 194 Downloads
Workaround for error with SAIN "An attempt was made to transition a task to a final state when it had already completed"
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Version 1.0.3
- Barlog_M
- 127 Downloads
I accidentally added regular scavs to Laboratory. Sorry. Fixed.
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Version 1.0.2
- Barlog_M
- 49 Downloads
Tuning of increase of maximum number of bots on maps. Different approach for small maps and Streets.
For small maps like Factory, Laboratory and Reserve by random value between MaxPlayers / 2 and MaxPlayers - 1.
For Streets by random value between 2 and 5.
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Version 1.0.1
- Barlog_M
- 108 Downloads
MaxBots value for each map increased by random value between MinPlayers / 2 and MinPlayers + 1 (was MaxPlayers, but it caused performance issues due to the large number of bots in raids)
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Version 1.0.0
- Barlog_M
- 94 Downloads
Nomand
Is there a way to make each map have its own AI spawn?
For example,if I select Factory, unda will automatically switch to the mode I set before: only refresh pmc once at the beginning of a battle.
Unreal-Forever
Is there a way to configure the game or mod so that only USECs appear?
muffintopzombie
can confirm only respawns scavs. no PMC
Menac3
only scavs spawn, can someone help me fix this? no matter which map, only scavs!
is it possibly because of ANDERN?
Menac3
okay i may have found the bug, once you take out bosses ingame, no PMCs spawning only scavs, but how can i take out bosses if not ingame?
elliottnally
I am getting a different issue, using 1.1.0 for 3.8.3 we are getting a lot of PMCs on reserve but no scavs, all default settings.
Also can the dev explain Streets Quiet Raids a bit more? How is that setting being True different from it being False? I read the explanation on the Overview but still don't fully understand it.
recul
I've used other mods but believe me, yours is simple and it's amazing to me
ForeskinJohn
is there a reason that only swarms of scavs spawn on factory? no PMCs whatsoever?
Barlog_M Author
PMC definitely spawns on Factory. Sometimes PMC just don't want to patrol until they hear or see something.
Menac3
same issue, no matter which map, factory customs etc.
ForeskinJohn
i do do short raids on factory, it could just be that ive been missing them in the heat of battle and whatnot lol, i do love this spawner though, as it seems to always run really well for me
unknownuser5678
Can we use this on bosses?
Barlog_M Author
This mod do nothing with bosses.
Colkillervin
for some reason the error an attempt was made to transition to a task to a final state when it had already been completed pops up when i load into factory after forcing the cultists to spawn onto the map. Also how do i increase the amount of pmc that spawn in as there are like 12 scavs and only one pmc and what are the valid difficulties for the pmcs in the config file?
Barlog_M Author
1. The idea of this mod is to have one algorithm that makes game predictable in one way (PMC spawns in begginging of raid) and unpredictable in other (place where PMC and Scavs spawn is random every raid).
If you want more control on spawns use big complex mod like SWAG+Donut, MOAR or BetterSpawnPlus.
2. Some time game do strange things with spawn waves and spawns PMC or Scavs a bit latter. I don't know how to fix this. It's look like game limits amount of bosses on map, especially on Factory. And because PMC spawns as bosses then game spawn less PMC.
3. You can check real amount of bots on map with this mod BotDebug
4. Difficulty can be "easy", "normal", "hard" and "impossible".
I will check error with cultists.
YinxuU
Hi. I'm about to try this mod since I'm not completely happy with either BetterSpawns or SWAG + Donuts. I want more vanilla feel. I noticed in the config it sets a bot spawn difficulty. Will SAIN override this so I can use the SAIN config?
Barlog_M Author
Yes. SAIN will apply it's own difficulty.
Guicapau
Hello I'm still getting the error on the latest version when i go to factory where it says "an attempt was made to transition to a task to a final state when it had already been completed"
Barlog_M Author
Sorry. I can do nothing about it. I contacted with SAIN developer, may be he can help.
Barlog_M Author
I hope in last version 1.0.5 i eventually fixed this problem. Check it out.
Guicapau
i will try it out thank you!
Guicapau
it works perfectly! btw i want to turn off scavs and is the maxscavgroupsize the one that i can disable the scavs or not
Barlog_M Author
I don't know. Try it. The mod does not suppose to do this. Best way to get only PMC is to use SWAG+Donut
Lucious
Hi could I ask if the PMC spawn at PMC spawn locations (like live tarkov) or any generic bot spawn zone?
Barlog_M Author
This mod can spawn any bots only in generic bot spawn zones. To spawn PMC in their live locations use SWAG+Donut.
Lucious
my experience with SWAG+ donuts isnt the best. always had too many PMCs spawning next to me even with the initial pmcs only preset and way too little scavs. I actually really like your mod and its been the best experience ive had in SPT so far! PMC specific spawn locations would be nice tho haha
Barlog_M Author
It's impossible for my mod because it's only server side. The game can only spawn bots in location with names. Players spawns does not have names becouse BSG don't spawn bots in this locations. SWAG+Donuts has client side part that allows to spawn at custom locations (and create this locations).
Sasuke_Kun
What are the wave spawns for difficulty: as online ?
and my 2nd queston: Does MaxPlayerGroup Size mean how many players can spawn in 1 raid ?
Default ammount on SCAV is 5 and PMC 3.
So does this mean there can only spawn 8 players on a raid ?
Barlog_M Author
1. Mod ignores this raid setting. Scavs only be normal and hard. Marksmans always hard.
2. MaxGroupSize is a maximal group size that selected randomly from 1 to MaxGroupSize. For example on Factory Day can be from 4 to 5 PMC bots and they can spawns like [3, 2] or [1, 1, 2], or [2, 2] or [1, 1, 1, 1, 1] etc.
Same for scavs except group size in wave set like 0 to selectedByMod and then game decides what amount of scavs to spawn.
Sasuke_Kun
Alright thx for the detailed explanation. unfortunately i got an ingame error in the raid loading screen after loading the mod
It says:
" An attempt was made to transition a task to a final state when it had already completed"
Barlog_M Author
It's weird. Mod do nothing with tasks and something like that. It's only changes bot waves. Could you please provide full error from server console?
Dietre
This is an error with the newer version of spt, its when you try and load Rogues as bosses into customs etc. I never had this issue making custom spawns in previous spt before 3.7.X
You can load rogues as bosses into shoreline, no issue. Game doesnt like them on customs, and it can throw errors with raiders on some maps as bosses, they can load in on a random scav entry tho. Only shoreline seems to except crazyarenafighterevent bosses too, game wont load them on any other map.
Not sure how to fix it, must be a setting that is blocking the unit type on certain maps that wasnt a thing before new spt.
Barlog_M Author
Thank you for explanation. This mod does not load Rogues as bosses in to Сustoms. But PMC can have Rogues brains. I checked - set with Andern for PMC only exUsesc's brain and load in to Customs and everything works without any errors.