Looting Bots

  • Skwizzy added a new version:

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    Changes

    • Prevent caching and finding loot if the BotOwner.name is empty. Should prevent exceptions from being thrown by the ActiveLootCache
  • Skwizzy added a new version:

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    New Features

    Thanks to Solarint for the following new features:

    • Added 3 new methods to the Mod Interop support. GetItemPrice, GetNetLootValue, CheckIfInventoryFull. More info can be found in the interop docs
    • Added 3 new options to the Loot Finder settings. These settings will cause bots to ignore loot during loot scans if the
      loot is not visible by the bot. All disabled by default
      • Enable corpse line of sight check
      • Enable container line of sight check
      • Enable item line of sight check.

    Changes

    • Added a new patch to the BotOwner.Dispose method that will remove the BotOwner from the ActiveLootCache when a bot is killed while looting. Should be the root cause of the null reference exceptions seen in the ActiveLootCache
  • Skwizzy added a new version:

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    Small update with some bugfixes before a meatier logic update. Ty for all the love and support :)

    New Features

    • Bots will now close containers after looting is completed, similar to live behavior. If a bot is interrupted or killed during looting, the container may not be closed
    • Bots can now merge stackable items. If a bot finds an item that can be stacked and they already have that item in their inventory, the items will be merged if the result of the merge does not exceed the maximum stack size. (example: bot has 40 pst bullets and finds 20 pst, the stacks will NOT be merged)

    Changes

    • Fix issue where player corpses were not being detected as loot
    • Filter out items that are in locked slots when looting corpses and armors
    • Added value of weapons to the bot's DebugPanel
    • Fix issue where bots would not loot loose armor vests
    • Fix issue where bots that spawn with 2 weapons would sometimes swap weapons incorrectly, incorrectly throwing their secondary weapons
    • Prevent unremovable mods from appearing in loot results when stripping attachments from weapons
  • Skwizzy added a new version:

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    NoDiscardLimit server mod has been renamed to LootingBots-ServerMod to make it clear that it is related to the LootingBots client mod. Make sure to delete the old Skwizzy-NoDiscardLimit folder in your user/mods!!


    Mostly bugfixes and performance improvements. Should be less dips in frame rate when loot scans are executing, however a large scan radius may still cause some small hitching (mostly testing with 500m radius). This is a side effect of the unity Phsyics.OverlapSphereAlloc method used to detect nearby objects, a more robust approach is needed to further improve the scanning performance when using a large detection radius

    New Performance Settings (F12)

    • Maximum looting bots - Limits the amount of bots that are able to simultaneously run looting logic. A value of 0 represents no limit
    • Limit looting by distance to player - Any bot farther than the specified distance in meters will not run any looting logic. A value of 0 represents no limit

    New Loot Settings (F12)

    • Bots always close containers - When enabled, bots will always try to close a container after they have finished looting. If the bot is interrupted while looting, the container may remain open. This is enabled by default
    • Added dogtags to the list of items that are able to be picked up by bots. By default both PMCs and Scavs will pick up dogtags
    • Added armor plates to the list of items that can be picked up by bots. By default PMCs and Scavs will NOT pick up armor plates

    Server Mod Changes

    • NoDiscardLimit server mod has been renamed to LootingBots-ServerMod to make it clear that it is related to the LootingBots client mod. Make sure to delete the old Skwizzy-NoDiscardLimit folder in your user/mods!!
    • Changed default value of pmcSpawnWithLoot to true as it seems like many people prefer pmcs still spawn with their own loot. If using realism, this setting can either be achieved using the Realism Bot Loot changes + LB compatibility options or by setting pmcSpawnWithLoot to false
    • Fixed an issue where pmc starting loot was not cleared properly when using pmcSpawnWithLoot: false. Should be compatible with other mods that affect bot loadout generation such as ALP and Realism as long as the NoDiscardLimit mod is loaded after these mods

    Client Mod Changes

    • Add additional .5 second delay after throw actions to fix issues where bots would sometimes not equip new items after throwing their old item during a swap action
    • Fix issue where bots that were interrupted during a loot scan would sometimes continually scan for loot until aggro'd by another bot
    • Change initial inventory sort to coroutine to improve performance when LootingBrain is first initialized
    • Change loot finding to use Phsyics.OverlapSphereNonAlloc which has better performance with larger data sets
    • Prevent bots from sprinting as they approach lootable objects to prevent instances of repeated powersliding
    • Only call BotOwner.GoToPoint once when a bot is moving to loot to improve performance.
    • Add a little more padding to the destination points when looting to reduce instances where bots are spinning/wiggling while looting because they are too close. Corpse looting still needs some work
  • Skwizzy added a new version:

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    Changes

    • Fix ArgumentOutOfRangeException seen when loot scans do not find any lootable items
    • Fix issue where one loot result was always omitted when processing results from a loot scan
  • Skwizzy added a new version:

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    Thanks @hel0t for the update!

    Update references to work with SPT 3.9.0.


    VirusScan is showing one of the vendors reporting as malicious (Anity-AVL). This is a false positive, a rescan of version 1.3.4 which had the vendor as passing is now also reporting as malicious

  • Skwizzy added a new version:

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    Again thank you ArchangelWTF for the changes in this release!


    Small changes to improve code health and performance

    Changes

    • Replace all LINQ queries with standard code, LINQ is rather inefficient in this older version of .NET and should be avoided
    • Removed old build files
    • Migrated some patches to transpilers which should be slightly faster
    • Removed some more old logic that wasn't referenced anywhere

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