BotSpawn

Moved

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

5/5, 81 likes
  1. I find BAG!
    If u have TimedItemsBlocker this plug-in moves the locked item to the main inventory, and this item is not deleted
    [DOUBLEPOST=1515137388][/DOUBLEPOST]In my case, this applies to weapons and armor
     
  2. i just leveld my base thinking i had something wrong near there(1fps when by it) turned out to be hundreds of bots at water treatment?? i just reloaded the server hopefully that purged them all . i had 300 bots on a custom spawn.
     
  3. Disregard Did a reinstall from ground up problem solved.
     

    Attached Files:

    Last edited by a moderator: Jan 5, 2018
  4. Code:
    (10:19:02) | Failed to initialize plugin 'BotSpawn v1.4.0' (ArgumentException: Could not cast or convert from System.String to System.Collections.Generic.List`1[System.String].)
      at Newtonsoft.Json.Utilities.ConvertUtils.EnsureTypeAssignable (System.Object value, System.Type initialType, System.Type targetType) [0x00000] in <filename unknown>:0
      at Newtonsoft.Json.Utilities.ConvertUtils.ConvertOrCast (System.Object initialValue, System.Globalization.CultureInfo culture, System.Type targetType) [0x00000] in <filename unknown>:0
      at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.EnsureType (Newtonsoft.Json.JsonReader reader, System.Object value, System.Globalization.CultureInfo culture, Newtonsoft.Json.Serialization.JsonContract contract, System.Type targetType) [0x00000] in <filename unknown>:0
    (10:19:02) | Unloaded plugin BotSpawn v1.4.0 by Steenamaroo
    (10:19:02) | No previous version to rollback plugin: BotSpawn
     
  5. try stopping and re starting the server. it worked for me
     
  6. With build 1.4.0, I'm getting this error message when spawning bots with kits named "First" and "Second":
    Code:
    [BotSpawn] Kit First has no weapon in belt - Defaulting to 'Scientist'.
    [BotSpawn] Kit Second has no weapon in belt - Defaulting to 'Scientist'.
    When I spawn those kits myself, they contain a knife in the "First" kit's belt and a bone club in the "Second" kit's belt.

    Could it be that knife and bone club aren't considered weapons?

    Edit:
    Commenting out the code that checks if the belt item is a weapon, makes my bots spawn with the correct weapon (And the bots are using those weapons as intended).

    Code:
    if(item["container"].ToString() == "belt" /*&& item["weapon"].ToString() == "True"*/)
    
     
    Last edited by a moderator: Jan 5, 2018
  7. yes i thought i was going mental :)
     
  8. I'm getting this with the newest version when someone hits a bot
    Code:
    (12:58:25) | Failed to call hook 'OnEntityDeath' on plugin 'BotSpawn v1.4.0' (NullReferenceException: )
    at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr)
    at UnityEngine.Component.GetComponent[botData] () [0x00000] in <filename unknown>:0
    at Oxide.Plugins.BotSpawn.OnEntityDeath (.BaseEntity entity) [0x00000] in <filename unknown>:0
    at Oxide.Plugins.BotSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00000] in <filename unknown>:0
    at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00000] in <filename unknown>:0
    at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00000] in <filename unknown>:0
    at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00000] in <filename unknown>:0
     
  9. Did you check that your BotSpawn.json kit configuration setting is using the new array syntax?
    Code:
    "Kit": ["First", "Second", "Third"],
    
    Instead of the old string syntax:
    Code:
    "Kit": "First",
    
     
  10. Fixed, i added this: "members": "NPCPlayerApex, BradleyAPC, NPCMurderer, murderer, NPCScientist, scientist",

    -------------------------------------------------------------------------
    I have a mix of pve and pvp. and use True PVE with this:
    {
    "name": "npcs",
    "members": "NPCPlayerApex, BradleyAPC, NPCMurderer, murderer",
    "exclusions": ""
    },

    After last version of BotSpawn i can not kill the Bots anymore????

    This is PVE settings:

    "name": "default",
    "enabled": true,
    "defaultAllowDamage": false,
    "flags": "HumanNPCDamage, LockedBoxesImmortal, LockedDoorsImmortal, ProtectedSleepers",
    "rules": [
    "anything can hurt dispensers",
    "anything can hurt players",
    "players cannot hurt players",
    "anything can hurt traps",
    "traps can hurt players",
    "players can hurt barricades",
    "barricades can hurt players",
    "highwalls can hurt players",
    "anything can hurt heli",
    "anything can hurt npcs",
    "npcs can hurt npcs",
    "fire can hurt players",
    "anything can hurt resources"

    BotSpawn settings:
    "Options": {
    "Allow_Rust_Loot": true,
    "Animal_Safe": false,
    "APC_Safe": false,
    "Cull_Default_Population": false,
    "Ignore_Animals": true,
    "Ignore_HumanNPC": false,
    "NPC_Retaliate": false,
    "Peace_Keeper": true,
    "Remove_BackPacks": false,
    "Suicide_Timer": 300,
    "Supply_Enabled": false,
    "Turret_Safe": false,
    "Wipe_Belt": false,
    "Wipe_Clothing": true
     
    Last edited by a moderator: Jan 5, 2018
  11. That'll "work" but you'll get a whole load of errors if your kit doesn't have a weapon in it. Just fyi.
    You're right - Kits plugin is only considering BaseProjectiles as weapons.
    I've asked to have BaseMelee included in that check.
    [DOUBLEPOST=1515156611][/DOUBLEPOST]
    I'm not seeing an issue with damage or accuracy, but it sounds like you two fellas have had a pretty big error where bots have been removed from the plugin but are still alive and active.

    That should never happen and needs to be fixed!

    If you can tell me anything about the circumstances that'd be great. If not, no worries.
     
  12. Thank you for adding the weapon drop again :)

    I get errors on OnEntityTakeDamage and OnEntityDeath:

    Failed to call hook 'OnEntityTakeDamage' on plugin 'BotSpawn v1.4.0' (NullReferenceException: )
    at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr)
    at UnityEngine.Component.GetComponent[botData] () [0x00000] in <filename unknown>:0
    at Oxide.Plugins.BotSpawn.OnEntityTakeDamage (.BaseCombatEntity entity, .HitInfo info) [0x00000] in <filename unknown>:0
    at Oxide.Plugins.BotSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00000] in <filename unknown>:0
    at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00000] in <filename unknown>:0
    at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00000] in <filename unknown>:0
    at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00000] in <filename unknown>:0

    [Death Notes] Someone killed a Zombie with a Assault Rifle (Weapon flashlight) from 1.12m.

    Failed to call hook 'OnEntityDeath' on plugin 'BotSpawn v1.4.0' (NullReferenceException: )
    at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr)
    at UnityEngine.Component.GetComponent[botData] () [0x00000] in <filename unknown>:0
    at Oxide.Plugins.BotSpawn.OnEntityDeath (.BaseEntity entity) [0x00000] in <filename unknown>:0
    at Oxide.Plugins.BotSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00000] in <filename unknown>:0
    at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00000] in <filename unknown>:0
    at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00000] in <filename unknown>:0
    at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00000] in <filename unknown>:0
     
  13. Working on this. Looks like these are all part of the one problem.

    Thanks.
     
  14. Steenamaroo updated BotSpawn with a new update entry:

    1.4.1

     
  15. I have made some custom bots and they just wander all over the map forever. Is it possible to make custom bots not move so far from home?
    I see no setting for roam distance.
    Code:
      "CustomProfiles": {
        "Commando Guard": {
          "Activate": true,
          "Murderer": true,
          "Bots": 2,
          "BotHealth": 250,
          "Radius": 2,
          "Kit": "commando2",
          "BotName": "Commando Guard",
          "Bot_Firing_Range": 150,
          "Bot_Accuracy": 8,
          "Bot_Damage": 0.9,
          "Respawn_Timer": 3600,
          "Disable_Radio": true,
          "LocationX": -266.304077,
          "LocationY": 17.1568146,
          "LocationZ": 441.354065,
          "Aggression_Range": 100
     
  16. Hi,
    What version are you on?
    Bot's should stay within their specified roam range now, but Roam_Range isn't in your config.
     
  17. Hi all. I was wondering if it would be a good idea to add an option for each group of "bots" to attack players' structures or not?
     
  18. Sorry folks - last update causes airdrop+toplayer bots to respawn, so there's going to be yet another update. <sigh>

    On a brighter note, I've got shit-tonnes of bots doing all sorts of things and I haven't seen any errors! :)
     
  19. Steenamaroo updated BotSpawn with a new update entry:

    1.4.2

     
  20. ... good job, but why every day 1000000 updates ? it's frustrating ... make update, if u have fullet testing your plugins !