Engineer Spawner

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Author: PhantomBravo

Last revision: 17 Feb at 04:12 UTC (1)

File size: 99.02 KB

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Description:
This mod is mainly for use with class mutators.

You can still use it, however, to assign loadouts to designated "engineer" bots that spawn in to repair emplacements.
Read to the end of the description for instructions on how to use this mod.

Context

There’s something I noticed regarding the bot behavior when it comes to repairing turrets and stuff. It’s already known that when a capture point has a destroyed emplacement, a bot can spawn in with a wrench or other repair item and use it to repair the emplacement. In this case, the squad of the bot in question will have an order with type repair. I observed a few things:
– If a control point has one or more broken emplacements, it will seem to purposefully spawn in a one man squad that consists of a bot with a wrench to fix the emplacement(s).
– If the repair bot is killed or otherwise pulled off assignment before the job is done, another bot will arrive eventually to continue the task.
– Class mutators, which reassigns a loadout to a bot upon spawn, seem to interfere with this behavior. A bot that was originally intended to spawn with a wrench may have their loadout swapped to something without a wrench, but retain the original repair order. This results in the wrench-less bot running up to the emplacement only to sadly stare at the destroyed turret as they are unable to perform repairs.

The last point can be an issue for players who use class mutators (like me), and I decided to do something about it.

Solution

What this mod does is simple. When a bot spawns in with a repair order, the game will replace their current loadout with one that has been configured by this mutator. This replacement occurs after a short (configurable) delay, allowing it to override any loadouts previously set by any class mutator. This effectively ensures that a bot with orders to repair has the tools to do so.
Only bots with a repair order will be affected.

Configuration

– Apply To Team: Which team to apply this loadout to. There are two copies of the same mutator included with this mod, one for each team. You can use both or just one of them.
– Assignment Delay: The amount of time in seconds before the bot receives their new loadout from this mod. Default is 1 second. Avoid setting this value too low.
– Primary Weapons: The names of the primary weapons that the bot can be equipped with. Separate entries with a ; character. Weapon categories are allowed (example: CLOSE QUARTERS;76 EAGLE).
– Secondary Weapons: Same but for secondaries.
– Gear 1/Gear2/Gear 3: Same but for the gear slots of the bot. It is recommended to set these entries up in such a way that will guarantee a loadout with some sort of repair tool. You can also assign additional gear items.

You can also change the name of the engineer, but this should only be done if you have a mod such as Skill Based Custom Names or Custom Classes that alters the name of the bot for each spawn. Otherwise, the name change will be permanent.

Report bugs/leave feedback.

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Revisions:

Old revisions of this mod are available below. Click the link to download.