Posts by DrakiaXYZ
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This is most likely an issue with Interchange itself. BSG added their new audio system to it in 23399, which has resulted in massive stutters when bots are fighting due to the audio engine.
It's more noticeable with mods such as Waypoints, SAIN and Looting Bots enabled, as those cause bots to move around more, and thus run into each other more often.
You can still notice the stutter if you were to remove all mods (Or load up live Tarkov, and do an offline raid on Interchange), though it may not be as often due to the bots fighting less
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Looks like this is also happening to 'Stirrup', it seems that the "target" for some AssortmentUnlock quest rewards is wrong, and some "parentId" properties in the sub items of the rewards are wrong
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DrakiaXYZ added a new version:
QuoteThis version will only work with SPT 3.5.8
- Rebuild for SPT 3.5.8
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DrakiaXYZ added a new version:
QuoteThis version will only work with SPT 3.5.8
- Rebuild for SPT 3.5.8
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DrakiaXYZ added a new version:
FileWaypoints - Expanded Navmesh 1.1.2This version will only work with SPT 3.5.8
- Build for SPT 3.5.8
- Improve door blocker
- Improved navmeshes for some maps
Shoreline
- Lowered step height to 0.31 to fix bots getting stuck on some objets.
- Fixed pathing on resort East Wing second floor, around the hole in the floor
- Remove manual door blockers
Factory
- Lowered step height to 0.36 to avoid potential for bots to get stuck on some objects
- Remove manual door blockers
Customs
- Remove manual door blockers
- Tweaked mesh additions on skeleton and
QuoteThis version will only work with SPT 3.5.8
- Build for SPT 3.5.8
- Improve door blocker
- Improved navmeshes for some maps
Shoreline
- Lowered step height to 0.31 to fix bots getting stuck on some objets.
- Fixed pathing on resort East Wing second floor, around the hole in the floor
- Remove manual door blockers
Factory
- Lowered step height to 0.36 to avoid potential for bots to get stuck on some objects
- Remove manual door blockers
Customs
- Remove manual door blockers
- Tweaked mesh additions on skeleton and construction, bots can't go on rafters any more, too narrow to utilize properly
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DrakiaXYZ added a new version:
QuoteThis version will only work with SPT 3.5.8
- Update for SPT 3.5.8
- Add some more sanity checks
- Add some methods that can be useful for debugging (Used by BotDebug)
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DrakiaXYZ added a new version:
QuoteThis version will only work with SPT 3.5.8
- Update for SPT 3.5.8
- Now depends on BigBrain
- Two new panels added to the rotation, BigBrainLayer and BigBrainLogic. Allows for BigBrain mods to generate live debug ouptut
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DrakiaXYZ added a new version:
FileBigBrain 0.1.3This version will only work with SPT 3.5.7
- Some internal restructuring
- Allow adding and removing more than one layer at a time
- Added some more helper functions to BrainManager
- Fix a bug where sometimes custom layers wouldn't get priority over base layers, if their priority numbers were the same
Backwards compatible with mods built for BigBrain 0.1.2QuoteThis version will only work with SPT 3.5.7
- Some internal restructuring
- Allow adding and removing more than one layer at a time
- Fix a bug where sometimes custom layers wouldn't get priority over base layers, if their priority numbers were the same
Backwards compatible with mods built for BigBrain 0.1.2
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DrakiaXYZ added a new file:
QuoteHave you ever run across an open filing cabinet, and questioned why a trained PMC operative needs to close a drawer just to open it again before being able to look inside it?
No more! SPT now has the most highly trained PMC operatives, who know how to look in open drawers (And all other lootable containers)!
In simple terms, this mod allows using the "Search" action on any container that is already opened, without needing to close it first.
Installation
1) Open the downloaded zip file in 7-zip
2) Select the folders in the zip file in 7-zip
3) Drag the selected folders from 7-zip into your SPT folder
Demonstration Video (Yes, it's SAIN, but the same concept applies to all of my mods, I'm not making mod-specific extraction example videos):
Usage
Use the standard interaction menu on open containers, the default option will now be "Search"
Special Thanks
Special thanks to Gaylatea for her Use Loose Loot mod that reminded me I wanted to make this, and for the general area of code to start looking in!
If you enjoy my work, you can feed my caffeine addiction
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DrakiaXYZ added a new file:
QuoteThis is a development utility for working with bots, allowing you to see some internal state variables of the bot in real time while in game.
This is a development tool, DO NOT LEAVE IT INSTALLED, it will cause crashes if used for extended periods of time
Installation
BotDebug depends on BigBrain to function: BigBrain
1) Open the downloaded zip file in 7-zip
2) Select the folders in the zip file in 7-zip
3) Drag the selected folders from 7-zip into your SPT folder
Demonstration Video (Yes, it's SAIN, but the same concept applies to all of my mods, I'm not making mod-specific extraction example videos):
Usage
When enabled in the F12 menu, all bots active on the map will have a box drawn above them. This box will show internal bot information such as what brain and layer are active, whether the bot is friendly, etc.
There are multiple panels that can be switched through using hot keys (Default F9 and F10)
You can specify how close bots have to be for their label to draw in the F12 menu
Special Thanks
Thanks to Props for the original code this mod was based on, this was the kick start I needed to actually write this up
If you enjoy my work, you can feed my caffeine addiction
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DrakiaXYZ added a new version:
FileWaypoints - Expanded Navmesh 1.1.0- Full map navmeshes are now included for all maps
- Added a DoorBlocker that will now dynamically block the navmesh for all non-usable doors, and block locked doors until they are unlocked. This stops bots from trying to path through doors they can't open
- Include a custom tweak applied at runtime to Streets, that allows the navmesh to path all the way through Chek15, instead of getting stuck at the back door, or going through the inside hole in the wall
This version will only work with SPT 3.5.7
Quote- Full map navmeshes are now included for all maps
- Added a DoorBlocker that will now dynamically block the navmesh for all non-usable doors, and block locked doors until they are unlocked. This stops bots from trying to path through doors they can't open
- Include a custom tweak applied at runtime to Streets, that allows the navmesh to path all the way through Chek15, instead of getting stuck at the back door, or going through the inside hole in the wall
This version will only work with SPT 3.5.7
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DrakiaXYZ added a new file:
QuoteThis is a library meant for use by developers, and may be required as a dependency for some plugins. Installing it by itself will have no effect on your game, without another plugin that utilizes it.
Installation
1) Open the downloaded zip file in 7-zip
2) Select the folders in the zip file in 7-zip
3) Drag the selected folders from 7-zip into your SPT folder
Demonstration Video (Yes, it's Quest Tracker, but the same concept applies to all of my mods, I'm not making mod-specific extraction example videos. No, you don't need to drop it onto LICENSE-Launcher.txt, just drop it into your SPT folder):
What is BigBrain
Have you ever wanted to take full control of bots, but found that patching into methods only gets you so far? BigBrain will allow you to insert your own logic layers into bot brains, at whatever priority you want, allowing you to take full control of the bots. If you've ever wanted to completely re-write how a bot behaves in certain circumstances, you are also able to remove original layers, so you don't have to worry about the original BSG brains conflicting with yours.
Mod Developer Notice
Please do not bundle BigBrain directly with your plugin, link users to this mod page to download and install it alongside your plugin. This allows multiple mods to utilize it, without risk of one mod or another being bundled with an old version of BigBrain and potentially breaking things.
Documentation
Documentation is still a to-do, for now the code is the documentation.
I've created a test brain that re-implements the logic of the "PatrolAssault" layer, which can be found on GitHub: https://github.com/DrakiaXYZ/SPT-BrainTest
Note due to this being an almost direct re-implementation of the "PatrolAssault" layer, that was mostly used for testing that I was able to interact with all of the things required to re-implement a base logic layer, the logic may not be implemented in the most concise or best manner.
If you enjoy my work, you can feed my caffeine addiction
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DrakiaXYZ added a new version:
Quote- Update for 3.5.7
- Properly handle any door that has a navmesh cutter so it cuts the mesh when it's opened
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DrakiaXYZ added a new version:
Quote- Update for 3.5.7
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DrakiaXYZ added a new version:
Quote- Update for SPT 3.5.7
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DrakiaXYZ added a new version:
QuoteRelease notes:
- Updated for 3.5.6
- Includes an EFT version check, if run against a version different than it was built against, plugin will disable itself
NOTE:
DOES NOT WORK FOR ANY VERSION BELOW 3.5.6
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DrakiaXYZ added a new version:
QuoteRelease notes:
- Updated for 3.5.6
- Now includes an EFT version check, if run against a version different than it was built against, plugin will disable itself
NOTE:
DOES NOT WORK FOR ANY VERSION BELOW 3.5.6
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DrakiaXYZ added a new version:
FileWaypoints - Expanded Navmesh 1.0.3Release notes:- Updated for 3.5.6
- I actually remembered to update the server component this time, go me!
- Remove dependency on Popcron
- Now includes an EFT version check, if run against a version different than it was built against, plugin will disable itself
NOTE:
DOES NOT WORK FOR ANY VERSION BELOW 3.5.6QuoteRelease notes:
- Updated for 3.5.6
- I actually remembered to update the server component this time, go me!
- Now includes an EFT version check, if run against a version different than it was built against, plugin will disable itself
NOTE:
DOES NOT WORK FOR ANY VERSION BELOW 3.5.6