dushaoan added a new version:
QuoteBug fix:
- Fixes an issue with setting mapSettings - BossChance on some maps, all maps now working as expected.
Kudos to @TheWreck for identifying this!
dushaoan added a new version:
QuoteBug fix:
- Fixes an issue with setting mapSettings - BossChance on some maps, all maps now working as expected.
Kudos to @TheWreck for identifying this!
dushaoan added a new version:
QuoteDisplay MoreConfig Changes
- Added two mapSetting configs that control special POI spawns:
"scavSpecialZones": [
"ZoneDormitory"
],
"pmcSpecialZones": [
"ZoneDormitory"
],
A preset similar to vanilla is included with the default configs.
Basically these values guarantee at least one wave at some point during the map at these locations.
These waves will also have +1 allowable bot chance.
Keep the "maxBotPerZone" in mind when playing with these if you are wanting massive gunfights.
Though in my testing that value isn't a strict rule, I'm not sure how it's counted.
Yes repeating these values, adds more waves, so [ "ZoneDormitory", "ZoneDormitory","ZoneDormitory" ] will work, but if the zone is already saturated, the wave will simply not spawn any further bots, so don't go too ham here.
How do I add my own???
Easy, here's a map of the zones.
And, here's a List of the zoneNames for each map to add to your configDifficulty balance improvements
- The following settings now work as intended, and should result in a much more familiar feel.
"scavDifficulty": 0.5,
"pmcDifficulty": 0.5,
Basically there was a bug previously that made this difficulty scale terribly.
How it now works...
Setting 0: Will get you 60% easy bots
Setting 0.5: Will get you 90% medium bots << this is recommended for POOP
Setting 1: Will get you a mix of 45% medium, 35% hard bots, 20% impossible
Setting 2>: All Impossible (just for you sociopaths, )Bug fixes:
- Small bug fix around "smarterPmcs": true, where pmcs would spawn with rogue brains and not shoot usec players at distance.
- Changed a setting around starting time that should allow waves to start a bit earlier instead of having the 20~ second lull at the beginning of some maps.
that's kind of why it's a semihidden variable. It's configurable but hard to explain.
It is the PMC wave count before multiplier
dushaoan added a new version:
QuoteDisplay MoreConfig Changes
- Added two configs that control max PMC/Scav wave sizes.
"defaultGroupMaxPMC": 4,
"defaultGroupMaxScav": 3,- Changed the name of defaultMinBotPerZone to defaultMaxBotPerZone
Performance improvements
- Changed spawn mechanics so spawns shouldn't overlap.
- Reduced the allowable time each spawn has to produce bots.
Bot is pmc or scav.
Scav spawns are dictated by waves.
Pmcs are dictated by number.
Neat.
I'll have to tinker.
Feel free to yoink any code from the MOAR BSP config code if you'd like.
I'm likely going to abandon that now that you've made this update.
Most of of the configs added are no longer needed with this version.
I'll continue to develop my standalone wave mod and maybe compare how this feels next to that.
I'm interested to see how we coded the same thing differently. Lol
This is awesome.
I kind of wish this was a thing two weeks ago.
Lol.
The custom router, is that something that causes any kind of performance hit?
I was considering using it, but wasn't sure if rebuilding my waves (lots of inefficient code on my side) at the start or end of each raid would be a noticeable hit.
dushaoan added a new version:
NEW minor version release 1.1.0
This was a large rewrite!
Do not use your old config!!
New config.json instead of config.js.
Many bugs were fixed, hopefully less introduced!
Bosses/Boss spawning/Boss Locations should now work correctly!!
(A major bug around incorrect zones was fixed).
New configuration options:
"scavDifficulty": 0.3,
"pmcDifficulty": 0.3,
"defaultScavStartWaveRatio": 0.5,
"defaultScavWaveMultiplier": 0.7,
"defaultPmcStartWaveRatio": 0.9,
"defaultPmcWaveMultiplier": 0.5,
New difficulty wave settings, I'd recommend to try the defaults above before tweaking!!
Internal values are high, so I will tune this from feedback.
"additionalScavsPerWave" has been removed for now!
This was causing dead areas on the map, and preventing pmc and other slots from being filled in my testing, to balance this I have given all waves a small chance to have higher numbers.
I need testing around balance here.
PMCS will likely be in groups now, it's now random from 1 - 4 when they spawn.
Usec/Bear balanced spawning
PMCS now spawn by default mostly at the beginning of the raid
"defaultPmcStartWaveRatio": 0.9,
FEEDBACK NEEDED FOR BALANCE!
Cheers all for your feedback thus far!
dushaoan added a new version:
QuoteFixed a potential issue with boss spawns.
dushaoan added a new version:
QuoteFixed aki version!
DewardianDev added a new file:
QuoteDisplay MoreWhat this mod does:
This mod is a bot spawning mod similar to SWAG but it's focus is on performance.
It is a server mod only, meaning that it works great with FIKA.
This uses the old SPT spawning method to produce smooth waves consistently over the length of the raid.
Resulting in less stuttering/lag spikes.
Why this over SWAG/Donuts?
If you are running a FIKA server, have a potato of a CPU, or prefer live-like spawning, this might be a better alternative for you.
Otherwise, I highly recommend you just go ahead and use SWAG/Donuts.
Bot options:
- Configurable quantity and balance of waves (obviously)
The following are disabled by default:
- Expanded spawn locations (not a nav-mesh expansion, but still adds variability)
- If bosses can spawn anywhere
- If all bosses have a chance of invading maps.. anywhere, anytime.
- If Raider or Rogue groups have a chance to spawn on any map.
- If Snipers can have friends... lonely buggers.
All of this and more can be configured, or left alone via the configuration options.
Wave changes:
This mod adjusts the games wave system, instead of removing it.
Quantity of waves is now configurable, and are spaced regularly to provide a smooth, highly performant experience.
What do you mean???
Here's an example:
The BaseGame/SWAG may look something like this:
Game Starts [wavewawawawavewave --------- wave---- wave------------wavewawawa---- wave---------------] Game ends
This mod will do the following by comparison, depending on the "defaultScavWaveStartRatio"/ "defaultPmcWaveStartRatio" setting:
Game Starts [ wave------wave------wave------wave------wave------wave------wave------wave------wave-------] Game ends (with a ratio of 0.5)
T
OR
Game Starts [ wave---wave---wave---wave---wave---wave---wave---------wave---------wave---------wave---] Game ends (with a ratio of 0.8)
Basically you will have a smooth wave spread, with a leaning to the beginning or end of the raid.
The above wave behaviour is dynamic, thus true for extended raid times (which is configurable under the map settings).
Though you'd likely want to crank up the waves in such a case.
If you're really digging the mod, consider supporting my caffeine addiction ☕:
HIGHLY RECOMMENDED MODS:
So bots aren't dumb
So bots loot and move around more
So bots quest and move across the map
My other mods that go well with MOAR:
So bots level with you (like a real wipe)
So one can adjust the tedium of quests
So we can use all of the seasons in the game
Compatibility:
Should work with everything except for OTHER SPAWN MODS
Turn of spawn changes in Realism if using that.
If using SWAG/donuts, choose this or that.
=== INSTALL STEPS ===
1. Download the zip from the link on this mod page
2. Extract to your SPT folder
3. Play
Feel free to install the mod and play the game without ever looking at the config.
Or change absolutely everything described below! Your choice .
==== Map Wave counts (waveConfig.json) ====
Here you can adjust the wave counts (how many bots) per map for Scavs/pmcs.
==== Main config (config.json) ====
There are example configurations in: config/exampleConfigs
// Enable or Disables the mod
"enableBotSpawning": true,
> Spawning
// Default 0.5 for scav, 0.9 for PMC, valid numbers 0 to 1
// 0.7 would be 70% of all waves in the first half of the game, 30% in the last half.
// 0.1 would be 10% of all waves in the first half of the game, 90% in the last half.
"defaultScavStartWaveRatio": 0.5,
"defaultPmcStartWaveRatio": 0.8,
//This multiplies the number of waves, I'd suggest playing with this for balance
"defaultScavWaveMultiplier": 1,
"defaultPmcWaveMultiplier": 1,
// To turn off, change this to false, 25 is recommended. Vanilla ranges per map.
// This is the max spawned bots allowed at one time
"defaultMaxBotCap": 25,
// Set to false to turn off, recommended 5 for most maps.
"defaultMaxBotPerZone": 7,
// These adjust the max Group size for PMC and Scav waves.
"defaultGroupMaxPMC": 4,
"defaultGroupMaxScav": 3,
// This gives snipers a chance to spawn with a buddy
"sniperBuddies": false,
> Zone Changes
// This makes it so that certain spawn zones can be used at the beginning of the game, instead of having to wait for them to unlock. Think SniperZones.
"noZoneDelay": false,
// Similar to the above, but allows for a bit more gradual release of certain zones.
"reducedZoneDelay": true,
// This allows bots to spawn in any zone (pmc/scav), allowing a more varied spawn experience.
"allOpenZones": false,
// Makes it so that the Main boss of a map can spawn anywhere (not Knight, or Zyrachi)
"bossOpenZones": false,
>Boss settings
// Adds a chance for a raider group to spawn
"randomRaiderGroup": false,
// Controls the above chance
"randomRaiderGroupChance": 10,
// Adds a chance for a rogue group to spawn
"randomRogueGroup": false,
// Controls the above chance
"randomRogueGroupChance": 10,
// Disables all bosses, ALL OF THEM.
"disableBosses": false,
// Gives the main boss, which may be effected by bossOpenZones, an additional chance added to their default spawn amount.
// This works whether bossOpenZones is on or not."mainBossChanceBuff": 0,
>Invasion
// All main bosses can spawn anywhere, on any map, (excluding Zyrachi & Goons)
"bossInvasion": false,
// This overrides the invading bosses spawn chances if set. (false or 0 to disable)
// Otherwise bosses will have their default spawn chances."bossInvasionSpawnChance": 5,
// This spaces out bossInvasion spawning a bit, so that not all bosses will spawn at the beginning of the raid.
// Recommended for performance and spawn balance.
"gradualBossInvasion": true,
==== Advanced Settings (advancedMapSettings.config) ====
This is where you would make changes to a specific bosses spawnChance (BossChance), create custom spawning "HotZones", or adjust the raid time ("EscapeTimeLimit") for each map.
I won't go over every setting here, but you can look at the MAP_SETTINGS_REFERENCE.json from the exampleConfigs for what you may want to change for specific maps.
Note: Map settings will always override the "default" ones if they exist (ie maxBotCap).
This isn't support but thought I'd paste it here for your eyes:
I'm a coder and I like your mod but feel it leaves the beginning of the game kind of empty.
MoarConfigOptions an Add-on for BSP
Cheers for making this mod bud!
Let me know if you'd like my changes in your version (totally cool with that).
Oh if you're self taught and not a developer, you likely should be bud.
Good industry, chill hours, and you clearly have the talent/mindset.
Thanks again!
Oh don't worry about my change, I'm just a fan of the mod and like tinkering.
With those 3 now installed, my play through is amazing.
I think I have found my pillars for spt.
Cheers for the help and responses to random questions.
As for the random logic I probably didn't understand the helper function behind that. Will revert all changes locally other than the ammo configs.
That's what we call a whoopsie thanks for finding that, it'll be fixed. I think SPT 3.4.0 will be adding these zones and more as default. BTW, what issues have you had with POOP + Realism Mod? I just did a quick test with it and it seems to work so far. The reason why I thought it wouldn't is because FAIT had changes to bot loadouts, but it seems like POOP doesn't.
I'll try adding it again, I think the original issue I may have been having was maybe not related.
So if I understand this correctly:
1. Poop will just allow me to change the AI's aggression (IE with Zpoops' configs)
2. Your bot adjustments are for loadouts specifically (I have changed the ammo loadouts a bit, and added a random factor to scav loadout spawning so that tier 1/2/3/4 doesn't always mean loadout 1,2,2,3).
3. Lua's Custom Spawn points changes where bots spawn > but I'm not 100% this doesn't carry conflicts with the above two.
Does that make sense?
Cheers for all the responses.
I've just started tinkering with a fresh version of your mod (without gutting it as you mention the mods may need external dependencies).
I did notice this variable in the config doesn't match up to the code that uses it.
"openZonesFix" => "open_zones_fix"
Is there a compiler I'm missing or is this a small bug?
I found that the simply turning off the settings left artifacts in the weapons stats, and likely elsewhere, but that was the most obvious.
Removing the .dll seems to have fixed that. I gutted the mod.ts/mod.js files and added a few more configs for more minimum difficulty settings (scavs/raiders/rogues/bears/usec).
I deleted all unused modules, all references not used in the db.
Will do some testing. Not expecting you to maintain it, just didn't want to publish myself (as it isn't my work I'm just gutting it lol). Figured others may make use of it. However you want/don't want that to occur is fine with me.
So question Fontaine, I am digging through the mod files and noticed both .ts/.js files.
Is that not redundant?
Can I just use one or the other?
Cheers.
(I'm writing a standalone version of the bots feature, if I feel it's polished enough I can send it your way if you want to publish it.)