Yes it's working now, thank you. Is there anyway to make a monument spawn with bots that have multiple kits? Chosen randomly?
BotSpawn
Moved
Total Downloads: 11,762 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018
- 5/5, 81 likes
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Only through adding multiple custom profiles at that location.
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Thank you
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More progress.
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You should make dropping kit items optional as I'd rather not players be able to loot the kits, just the random loot that is generated.
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Hey,
There's an option for belt-wipe and no reason to put anything in the main container unless you want it to be available as loot,
so really all that's left is clothing/armour.
Next V will have an option for clothing_wipe too.
Changing
Code:if (configData.Options.Wipe_Belt) corpse.containers[2].Clear();
Code:if (configData.Options.Wipe_Belt) { corpse.containers[1].Clear(); corpse.containers[2].Clear(); }
Last edited by a moderator: Dec 24, 2017 -
Is anyone in a position to test something with two or more players?
If so, please PM. -
FYI, saw this in my console:
Code:(14:01:18) | Rocket Scientist[8871542/76561190001741756] was killed by Blunt (14:01:18) | Rocket Scientist[8872161/76561190005957251] was killed by Blunt (14:01:41) | [Death Notes] Dome Patroller killed a Stag with a No Weapon from 7.76m. (14:01:48) | [Death Notes] [CT] Walmart Policy killed a Boar with a Bolt Action Rifle (4x Zoom Scope) from 40.54m. (14:02:00) | [Death Notes] [CT] Walmart Policy killed a Stag with a Bolt Action Rifle (4x Zoom Scope) from 90.54m. (14:03:02) | Failed to run a 2.00 timer in 'BotSpawn v1.3.6' (ArgumentException: An element with the same key already exists in the dictionary.) at System.Collections.Generic.Dictionary`2[System.UInt64,System.String].Add (UInt64 key, System.String value) [0x00000] in <filename unknown>:0 at Oxide.Plugins.BotSpawn.SpawnSci (System.String name, Oxide.Plugins.MonumentSettings settings, System.String type) [0x00000] in <filename unknown>:0 at Oxide.Plugins.BotSpawn+<FindMonuments>c__AnonStorey9.<>m__0 () [0x00000] in <filename unknown>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0
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Got that one noted and fixed - Thanks for reporting.
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Your image attachment hasn't worked, but BotSpawn doesn't display any public messages.
Most likely you're looking for Death Notes ? -
oh my mistake..
Yes i mean the Death Notes -
No worries. I'm afraid nothing can be done from BotSpawn end.
You'd need to ask over at Death Notes for Rust | Oxide. -
thx for help <3
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Is it possible to customize things in bots? Those:
Code:Allow_Rust_Loot
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Not yet, but the fact that the bot corpses are now proper rust loot containers means being governed by the existing loot-plugins probably isn't far away.
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Did you say (in post above) this one was fixed ? started getting this error today although plugin seems to be working
(01:57:05) | Failed to run a 2.00 timer in 'BotSpawn v1.3.6' (ArgumentException: An element with the same key already exists in the dictionary.)
at System.Collections.Generic.Dictionary`2[System.UInt64,System.String].Add (UInt64 key, System.String value) [0x00000] in <filename unknown>:0
at Oxide.Plugins.BotSpawn.SpawnSci (System.String name, Oxide.Plugins.MonumentSettings settings, System.String type) [0x00000] in <filename unknown>:0
at Oxide.Plugins.BotSpawn+<FindMonuments>c__AnonStorey9.<>m__0 () [0x00000] in <filename unknown>:0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0 -
Yes, that's addressed but not released.
I think the error is happening when kit name + bot ID are recorded. (kit on corpse workaround).
I didn't add a line of code to remove that record on-death, so I'm assuming we're getting two bots with the same ID if the plugin runs for a period of time?
If I'm right, all it means is some bot somewhere died and his kit wouldn't have been available for looting.