RUST Scientist Command and Variables

RUST Scientist Command

The RUST scientist command and variables

The RUST scientist command, introduced in  Devblog 195, allows admins and moderators to spawn scientist NPCs into the game server. The scientist are controlled by an AI system that can be configured through server variables. In Devblog 194, player worn radiation suits had a full make over, to help differentiate players from the scientists NPCs, which wear a solid blue colored radiation suit and can be seen wielding numerous range and melee weapons.

As of Devblog 198, scientist still inhabit the Military Tunnels monument, but are now also spawn at some vehicle junk piles. These scientist will behave a lot less aggressively than those found in the Military Tunnels. They’ve also been modified to now carry a Geiger counter by day and a flashlight by night. They’re also wielding a M92 if an engagement occurs.

Server admins and moderators can still manually spawn scientist into the game world and a full list of variables controlling the scientist event and AI can be found below.

A few practical reasons for using the RUST scientist command and variables:

  • The RUST scientist command can help add much needed NPCs into your server
  • Allows players to interact with more hostile NPCs, adding more danger to exploration
  • Spawning scientist into the game for custom events and mayhem
  • Spawning in Scientist is a great way to get in some target practice
  • Adds new goals for players to seek out and adds more content for PVE based servers
  • Admins can advertise a unique aspect of their RUST servers

Who can enter the RUST scientist command and variables

The RUST scientist command and variables can be issued and configured on vanilla RUST servers by RUST admins and moderators only.  Non-admin players on vanilla RUST servers cannot use the RUST scientist command and variables.

RUST spawn scientist command (1 of 2)

  • This command is used to manually spawn a scientist into the game, regardless if the RUST scientist have been enabled.
  • When issuing this command, the initiating player must be above the ground and not clipped
  • The mouse cursor needs to be pointed in the exact location of where the scientist should spawn
  • An individual scientist can be removed using the ent kill command
  • There are four different scientist NPCs that can now be spawned in:
    • scientist
    • scientist_gunner
    • scientist_junkpile
    • scientistpeacekeeper

Note that this command does not work from RCON platforms and does require being logged into the game server.

Use the command below to spawn a single scientist:

spawn scientist

On success the console will display:

spawned [16061800/98440768] at (0.0, 0.0, 0.0)

RUST ai.npc_enable variable (2 of 2)

  • This variable is used to enable and disable the RUST scientist NPCs on a RUST game server.
  • This setting defaults to true.
  • This configuration must be set up in the server start-up script in order for the scientists to populate the server.
  • This event can impact the server’s overall performance if any of the settings are wildly configured. Keep sane defaults.
  • Nav_Mesh setting must be enabled if you want the scientists to move/roam around the map.

Note that this command does work from RCON platforms and doesn’t require being logged into the game server.

Get the server’s current configuration value

Use the command below to report the current configuration:

ai.npc_enable

On success the console will display:

ai.npc_enable: "True"

Enable the scientist NPCs

Use the command below to enable the scientist:

ai.npc_enable true

On success the console will display:

ai.npc_enable: "True"

Disable the scientist NPCs

Use the command below to enable the scientist:

ai.npc_enable false

On success the console will display:

ai.npc_enable: "False"

Related Scientist Variables 

VariableDefault Description
ai.npc_alertness_drain_rate0.1Defines the rate at which we drain the alertness level of an NPC when there are no enemies in sight.
ai.npc_alertness_zero_detection_mod0.5Defines the threshold of visibility required to detect an enemy when alertness is zero.
ai.npc_cover_compromised_cooldown10Defines how long a cover point is marked as compromised before it’s cleared again for selection.
ai.npc_cover_path_vs_straight_dist_max_diff2Defines what the maximum difference between straight-line distance and path distance can be when evaluating cover points
ai.npc_cover_use_path_distanceTrueIf npc_cover_use_path_distance is set to true then npcs will look at the distance between the cover point and their target using the path between the two, rather than the straight-line distance.
ai.npc_door_trigger_size1.5Defines the size of the trigger box on doors that opens the door as npcs walk close to it.
ai.npc_families_no_hurtTrueIf npc_families_no_hurt is true, npcs of the same family won’t be able to hurt each other.
ai.npc_max_junkpile_count20Defines how many npcs can spawn into the world at junk piles at the same time (does not include monuments).
ai.npc_max_population_military_tunnels3Defines the size of the npc population at military tunnels.
ai.npc_patrol_point_cooldown5Defines the cool down time on a patrol point until it’s available again.
ai.npc_respawn_delay_max_military_tunnels1920Defines the maximum delay between spawn ticks at military tunnels.
ai.npc_respawn_delay_min_military_tunnels480Defines the minimum delay between spawn ticks at military tunnels.
ai.npc_spawn_per_tick_max_military_tunnels1Defines how many can maximum spawn at once at military tunnels.
ai.npc_spawn_per_tick_min_military_tunnels1Defines how many will minimum spawn at once at military tunnels.
ai.npc_speed_crouch_run0.25Defines the speed of an npc when in the crouched run state, and should be a number between 0 and 1.
ai.npc_speed_crouch_walk0.1Defines the speed of an npc when in the crouched walk state, and should be a number between 0 and 1.
ai.npc_speed_run0.4Defines the speed of an npc when in the run state, and should be a number between 0 and 1.
ai.npc_speed_sprint1Defines the speed of an npc when in the sprint state, and should be a number between 0 and 1.
ai.npc_speed_walk0.18Defines the speed of an npc when in the walk state, and should be a number between 0 and 1.
ai.npc_valid_aim_cone0.8Defines how close their aim needs to be on target in order to fire.
ai.npc_junkpile_a_spawn_chance0.0Defines the chance for scientists to spawn at junkpile a.
ai.npc_junkpile_g_spawn_chance0.0Defines the chance for scientists to spawn at junkpile g.

Scientist Hazmat Suits (Gear)

Below are the item IDs used to spawn in the different Hazmat suits found in RUST. These item IDs can be used with inventory. give and entity.spawnitem commands and passing the specific Item ID.

Item IDColorCraftable
hazmatsuitRed, Yellow, BlueYes
hazmatsuit_scientistBlueNo
hazmatsuit_scientist_peacekeeperGreenNo

Scientist Junk Piles

Below are the IDs used to spawn in the different junkpiles found in RUST. These objects can be spawned in the game using the spawn command and passing the specific Item ID.

Item IDLocation
junkpile_aRoadside, Powerline
junkpile_bRoadside, Powerline
junkpile_cRoadside, Powerline
junkpile_dRoadside, Powerline
junkpile_eRoadside, Powerline
junkpile_fRoadside, Powerline
junkpile_gRoadside, Powerline
junkpile_water_aUnderwater
junkpile_water_bUnderwater
junkpile_water_cUnderwater

 

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