BotSpawn

Moved

Total Downloads: 11,762 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018

5/5, 81 likes
  1. Is there a way to change there speed in which they move and also would you be able to control what they drop wheen they are killed ? I added this to our server and it is pretty awesome !!!!Also is there a way to keep them from going on top of buildings or spawing on buildings?
     
  2. Hi,
    Possible - I'm working to get more control over these things - Hopefully will have in the near future.

    I can look into it, certainly. :)
     
  3. there is nnothing in the config to take away there weapons and the respawn time is in seconds correct
     
  4. from overview

    "Wipe_Belt": true/false (This will wipe belt on-death, to prevent weapon-farming of kitted bots)

    "Respawn_Timer": 60 seconds (after individual bot death)
     
  5. This is an amazing plugin first of all good job, and it works well in conjunction with the TruePve plugin.What i wan't to know is are you going to add more bot types? that would be awesome!
     
  6. Hi,
    Thanks @zalasta33
    What do you mean, more bot types?

    Scientist and Murderer are the only spawnable defaults in game, but you can kit your bots out with whatever gear you want.
     
  7. NullReferenceException: Object reference not set to an instance of an object -- This happens when I try to add a kit to a group of NPC, for example I add npconly1 kit to all NPC's at airfield. Any Ideas? **Update ** I think it has to do with adding scrap to the kit, if I take the scrap out of the kit it seems to work!
     
    Last edited by a moderator: Jan 2, 2018
  8. I know its might be a silly question, but you created the kits (with kit addon ) first ?, when i do it for bots i only use the options for hide, description and items (i dont use the npc only setting) and it seems to work ok i have 8 different "uniforms " for my bots (which are named for their location),
    *it might help if you attached your json file in a text page, mine is below

    Anyway, I was wondering if the new locations could be added to list of monuments ? :) now that the Christmas/New Year revelry is over (sadly)
     

    Attached Files:

    Last edited by a moderator: Jan 2, 2018
  9. Working great but the Bots only attack if you have a firearm in your bar. How can i get them to attack no matter what like Bradley does also Melee weapons dont seem to hurt them
     
  10. You have to turn off the peace keeper option, in your config change True to False. "Peace_Keeper": false,
     
  11. @sneaky_peach thank you this worked
    [DOUBLEPOST=1514874966][/DOUBLEPOST]Is there a way to change them to zombies
    I runa PVE server and really dont want the "ADMIN he killed me" "I thought he was a Scientist he was in a Rad Suit"
     
  12. Yeah, under the zone you want them at say Murderer: true. This is how I have mine set up for the zombie, they are called Murderer in Rust.
    "Powerplant": {
    "Activate": true,
    "Aggression_Range": 20,
    "Bot_Accuracy": 5,
    "Bot_Damage": 0.4,
    "Bot_Firing_Range": 20,
    "BotHealth": 100,
    "BotName": "randomname",
    "Bots": 20,
    "Disable_Radio": true,
    "Kit": "default",
    "Murderer": true,
    "Radius": 100,
    "Respawn_Timer": 150
    },
     
  13. We were getting this after the 1.3.5 update because we missed that we had to wipe our data and config files as it was hidden on the "Read More..." link. D'oh!

    Carefully wiping and then rebuilding the config sorted it as we found that *somehow* between two of us editing the original (non-wiped) file we'd also managed to introduce tabs instead of spaces in one place, and also missed a space between a colon and a quote. What a mess - in fact I only fixed it and tested it properly a few hours ago and no NREs and all our bots are back with the correct kit. Yay!

    So after spending some time with this and the bot kits in the last few hours, I'm confident when I say it's not scrap that's the NRE problem - as we had scrap in our kits (now removed as too much scrap on the server). It's more likely a JSON error either in your \oxide\config\BotSpawn.json or your \oxide\data\Kits.json. Put both files through jsonlint.com and see what pops out.
     
  14. There are new new locations? Damn...I gotta play more Rust.
    I've a string of updates sitting here waiting to go but testing thoroughly first.

    I might release on in the mean time with any new monuments and random kit selection. Both should be fairly easy. :)
    [DOUBLEPOST=1514907124][/DOUBLEPOST]An NRE error with kits is most likely a kit that exists but has a mistake in kits config.
    My plug should warn if you if the kit doesn't exist or if there's no weapon in it but nothing beyond that.
    Maybe there's a way I can write a friendly error.

    If you do think the kit worked fine (redeem it manually to check) and the issue was the result of a specific item, let me know please. :)
     
  15. Can like the Pathfinder Plug be used with this to cause a group of murderers to roam all over the map?
     
  16. No, but simply creating a custom location in centre map with a large radius would do the job, unless you need them to stick together.
    Headsup - I've called it radius but actually coded it so it's 1/2 radius. Only realised week.

    Programming patrol routes may be possible in the near future.
    They'd be loosely observed though, rather than very rigidly.
     
    Last edited by a moderator: Jan 3, 2018
  17. Great plugin, would like to know if it is possible to empty clothing from inventory when killed? I've given by bots a kit with glowing eyes and don't want players to get hold of them (to lessen friendly fire incidents :) ).

    Thanks.
    [DOUBLEPOST=1514945043][/DOUBLEPOST]Also, I've got "Respawn_Timer": 1800 as a setting but the bots seem to reappear after just a few minutes. Do I need to do something different?

    Thanks.
     
  18. Hi @Rebajas - Yes, Wipe_Clothing is in the current unreleased version, so you'll get it soon.

    The only thing that will override respawn time is the reset_timer and a manual plugin reload.
    When the reset timer kicks in, all bots will respawn regardless of anything else.

    Reset_Timer should be a thing of the past very soon, as I can keep the bots close to their spawn now.
     
  19. That's great - look forward to seeing that.

    This really is a superb plugin :) thanks for all your work in writing and supporting it!