BotSpawn

Moved

Total Downloads: 11,685 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018

5/5, 81 likes
  1. Do i get better aim and damage to players with the bots if the values are increased or decreased in the config? Ty for the cool plugin, cannot wait to see it grow and have more features. For some reason the zombies love killing the bots, lol
     
  2. Add command ans possibility /botpoint(monumentsname) .so then you can add bot point what giving bot monument kit and all settings any place a map.ofg then need to use again saved data.then this plugin its perfect:)
     
  3. Bots don't shoot while wearing kits or while ignore animals is set to true. or both. cant decide which is the culprit.

    I put them back to default and they started shooting again. I have ignore animals: False. and "Kit": "default",

    All are active in there radsuits firing away.
     
    Last edited by a moderator: Aug 6, 2017
  4. @Krazy J + @Shadow 8 - What do you have in your kit?
    Try with one gun in hotbar and basic clothes - nothing else.

    Their shooting pattern should not change under any circumstances.
    I have done nothing to alter it.
    [DOUBLEPOST=1502028584][/DOUBLEPOST]
    Accuracy is scaled 1-10, 10 being rarely/never misses.
     
  5. Or maybe not even 'random' but if you could put an infinite number of kits per rad town and make the bots cycle through the kits 'randomly' that'd be an easier alternative i think.
     
  6. Argument cannot be null = didn't remove config.
    [DOUBLEPOST=1502030965][/DOUBLEPOST]
    Hey man,
    I think it's a good time to get any kinks ironed out and make sure everything's working (for everyone), but something like that is on the to-do list.
    Not sure if it should support kits, one of the loot plugins, or just have a custom loot table.
    Would be a cool feature, though!
     
    Last edited by a moderator: Aug 7, 2017
  7. I dont add guns for kit.just clothes with workshop skin.
    But plugins work now with any proplems.i just ask if you can add back data and possibility to set bots also anyplace a map with kits
     
  8. Just for good measure, could you try without custom skins?

    Edit: They need a gun in hot bar.
    I'm no longer storing data in a file but if you need to check current number of bots you can do bot.count in console.

    I may also add a command to draw a line into the sky where each bot is, just until we have a reliable 'stay-near-spawn' option.
     
    Last edited by a moderator: Aug 6, 2017
  9. @Steenamaroo i really enjoy your mod. thank you =]
    suggestions and bugs:
    1. add weapons list default bots can use at every location. or mb let them use these weapon even if kit set, so kit will be only reward for player who kill em.
    2. if ignore animals set to false, they shot them, but do no damage, so it's like nonstop shotout at monuments =]
    3. i use turrets config mod and set ammo to infinite. turrets shot bots so i can't add any kit for them because it will be easy to abuse. but prob this question should be headed to turrets mod dev..
    br
     
  10. Hi,
    That's a possibility and a good idea. I'm still thinking about how best to implement loot/kits, but thanks for the suggestion.

    Yes, both of these are really things that will/should/might :p be ironed out as FP develop the AI.
    They do fire at animals by default and I've added the option to disable that.
    The only reason it's optional is because my method of doing this is less than ideal and may cause FPS issues.

    I may be able to put in an override for turrets attacking bot's though. I'll look into this.

    Edit: Yeah, I've made turrets ignore Bots.
    I've also made animals unable to injure bots, but they'll still chase the bots around. <sigh>
     
  11. I have included two images, I have set the kit with 1 weapon (LR300), and plain clothing.

    The bots are now firing, but very very slow like before. like 1 every 30-40 seconds it seems. (1 0r 2 versions before 1.0.9, I had kits assigned to them and they were firing. Not sure why that would change.

    The LR300 is on the back, and its holding a m249 (not in the kit) how this happened I don't know.
    Also the ignore_bots option is False.

    So maybe its just the ignore animals option that's causing them not to fire?
     

    Attached Files:

  12. No, there's something else going on here.
    Fire rate should be rapid and the kit should be the kit.

    Figuring out why he has an m249 is probably key.
    Have you anything unique or odd on your server that might do this? An auto-join event, automatic spawn kit (for players)..anything like that?
    If you spawn them as default Scientist, do they still have a 249?
     
  13. won't reply to fix for bots giving lr300's .... sad . guess i won't use then . watch your players server owners , the maker of the plugin might be using that glitch to win. smh!
     
  14. Do you just not read? Is that your thing?
    I replied directly to you, immediately.
    [DOUBLEPOST=1502071549][/DOUBLEPOST]
    Maybe this is the case.
    A few other people are having the same issue, and I haven't tested animal ignore on high entity/high pop servers.

    Still have no idea what the m249 is about though.
     
    Last edited by a moderator: Aug 7, 2017
  15. if they are on "default" they spawn with their own spawned guns.
    [DOUBLEPOST=1502072012][/DOUBLEPOST]
    Yeah, Seems to be the reason. Although, my server has been pretty low pop lately so I dont know if that would make a difference.
     
  16. All I can think is that something on your server is meant to give players, or HumanNPCS, an m249.
    Like I say, auto events, auto-kits...that sort of thing.

    Actually, when you have server downtime it'd be worth doing oxide.unload * then oxide.load BotSpawn and oxide.load Kits to see if the issue still occurs with only those two loaded.
     
    Last edited by a moderator: Aug 7, 2017
  17. im using this to make war zone hotspots, is there anyway you can make it so bots can kill the animals. they seam to get hung up on wanting to kill the animals and ignoring the players. if you kill the animal they then focus their attention on you. so being able to kill the animal so they can go to the next threat seams good. plus they seam to be having wars between faction ei, watertower bots vs dome bots. they only do this is ignor animals is false
     
  18. Unfortunately, no. I don't think I can make the AI able to damage the animals.
    I expect Facepunch will either prevent them from targeting animals, or allow them to kill the animals, in coming weeks.

    For now, ignore_animals is only true/false because setting true may have a heavy impact on server performance.
    If that wasn't the case I'd just have hard-coded true for the time being.

    That's a new one on me! I don't see why groups should treat each other differently but I'll be checking that out tomorrow.
    Thanks for letting me know. :)
     
  19. I dont have anything that gives auto anything anymore. I used to a few months back before switching hosts. But everything is fresh install since 8/3/2017

    Like I said, before the newest update. Kits worked fine with the bots after figuring out that I couldn't have ammo in the kit for looting purposes.

    I'll test just the two plugins together and let you know if it still persists.
     
  20. Thank you. I appreciate your help. :)

    Just to clarify, the * is part of the first command
    oxide.unload *
    [DOUBLEPOST=1502075832][/DOUBLEPOST]I unloaded all except Kits and BotSpawn on my own server and tested without issue.
    I even made a kit with basic clothes and mp5. Worked fine.