github dwesterwick/SPTQuestingBots 0.2.10-alpha1
Questing Bots 0.2.10 (Alpha 1)

latest releases: 0.7.0, 0.7.0-alpha2, 0.7.0-alpha1...
pre-release11 months ago

Updates from the 0.2.9 RC1 Pre-Release:

  • Added group PMC spawns
    • Spawn chances for various group sizes are configurable. By default, solo spawns are most likely, but 2-man and 3-man groups will be commonly seen. 4-man and 5-man groups are rare but possible.
    • EFT will assign one bot in the group to be a "boss", and the boss will select the quest to perform. All other bots in the group will follow the boss.
    • If any group members stray too far from the boss, the boss will stop questing to allow them to catch up.
    • If any member of the group engages in combat, all other members will stop questing (or following) and engage in combat too.
    • If the boss is allowed to sprint, so are its followers and vice versa.
    • If the boss of a PMC group dies, EFT will automatically assign a new one from the remaining members
  • If boss questing is enabled, bosses with followers will use the same logic as PMC groups, so they will travel around the map as a group.
  • Initial PMC spawns are automatically disabled if SWAG is detected
  • Fixed broken PMC's that spawn south of the cinema on Streets thanks to DrakiaXYZ and WolfGrey
  • Allow bots with Bloodhound "brains" to quest (if applicable)
  • Prevented PMC's from using Knight's "brain" because he gets stuck in combat for long periods of time
  • Bug fix (hopefully) for "0 of # initial PMC's were generated" error
  • Bug fix for infinite loop (causing the game to freeze) when failing to find a valid spawn point for an initial PMC group
  • Lots of refactoring for "brain" classes

config.json files from previous releases are not compatible.

Known Issues for Changes in this Release:

  • Performance will likely be a tad worse with this release compared to the last one. This is partially caused by the extra code that runs in the background and partially caused by large group fights now being more likely to occur. Large group fights will cause performance issues even with base SPT, so this will be difficult to avoid.
  • PMC "bosses" in group spawns will always lead in front of its followers by a bit (~20m) when questing.
  • If a PMC group engages in combat and some of its members haven't seen the enemy, they'll sprint off to who-the-hell-knows-where looking for cover. This should be greatly improved by using SAIN, but it will likely still happen.
  • If a member of PMC group is suddenly no longer able to quest (i.e. due to being badly injured), the whole group will stop questing until that bot adequately heals, extracts via SAIN, or dies. This may result in the other group members camping in strange areas for a long time.
  • There will most likely be one or more null-reference exceptions for updateIfBotsCanQuest() in the game console as raids end. These exceptions are annoying, but they're harmless and can be ignored.
  • I've enabled extra logging messages for now to help me troubleshoot if (when) you guys find issues.
  • I still need to update documentation for the new features

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