BotSpawn

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

5/5, 81 likes
  1. how fix bradley he kill bots

    (11:01:32) | Rocket patrol[721794/76561190001162767] was killed by bradleyapc (entity)
     
  2. Its in the config file in the BotSpawn.json
    "APC_Safe": true,
    [DOUBLEPOST=1515229722][/DOUBLEPOST]
    I think that was from the Heli because you dont have the "APC_Safe": true, set

    What my Options look like i dont want nuthin but Players killing the AI so
    Code:
    "Options": {
        "Allow_Rust_Loot": true,
        "Animal_Safe": true,
        "APC_Safe": true,
        "Cull_Default_Population": true,
        "Ignore_Animals": true,
        "Ignore_HumanNPC": true,
        "NPC_Retaliate": true,
        "Peace_Keeper": false,
        "Remove_BackPacks": true,
        "Reset": true,
        "Reset_Timer": 800,
        "Suicide_Timer": 800,
        "Supply_Enabled": false,
        "Turret_Safe": true,
        "Wipe_Belt": false
    
     
    Last edited by a moderator: Jan 6, 2018
  3. Is there a way to make the Bots spawn inside the Military Tunnels cause i set custom points in them and they all spawned above ground
     
  4. i think they auto spawn outside.Go in a building and try spawn a scientist or murderer - they will auto spawn outside the building.
    I think in time in a rust update the NPCs will be able to spawn inside Buildings as i seen a preview of NPCs patrolling the Mine shafts.
     
  5. at first i want recommend this plugin TruePVE for Rust | Oxide for your pve server u cant damage other building/players and u dont get dmg back. and then u need just add the npc to your rules in the TruePVE config like here BotSpawn | Page 100 | Oxide
     
  6. Disregard seams mid setup I re downloaded a fresh copy and didn't notice the changes.
     
    Last edited by a moderator: Jan 6, 2018
  7. Ah ok thanks for the response so just waiting on the game devs then
     
  8. Bots are immediately despawning despite my config settings :( Performed a clean install after the latest update.
    Code:
    {
      "Options": {
        "Allow_Rust_Loot": false,
        "Animal_Safe": true,
        "APC_Safe": true,
        "Cull_Default_Population": true,
        "Ignore_Animals": true,
        "Ignore_HumanNPC": true,
        "NPC_Retaliate": false,
        "Peace_Keeper": false,
        "Remove_BackPacks": false,
        "Suicide_Timer": 1200,
        "Supply_Enabled": false,
        "Turret_Safe": true,
        "Wipe_Belt": false,
        "Wipe_Clothing": false
      },
    DISREGARD - They go directly to backpacks instead of a corpse like they used to.
     
  9. @ Steenamaroo , if i see right now u are able to say the NPC to navigate to X Y maybe its posible as addition to this plugin PathFinding for Rust | Oxide add points and let them patroul this custom locations.
     
  10. @Steenamaroo it is possible to shift bot spawn point for launch site, so they patrol main building, not useless space around rocket?
    thx in advance
     
  11. There's an APC safe option, but you still still see the occasion message about APC killing bots if it accidentally runs over one.
    I may code them to steer clear in future updates.

    At present, no. They all spawn on whatever can be seen from a birdseye view of their spawn point.
    I think even if you force spawn a scientist underground he'll switch to the surface but I'm not 100%. I imagine this is being developed.
    This is the reason parachuting bots were removed - After a few seconds they were just pulled straight to the ground, or destroyed.


    Hi, they shouldn't go straight to backpack, although I have noticed that the corpse duration is very short lately.
    Another thing to look into. :)

    Possible, sure, but because BotSpawn is meant to handle numerous bots at one location, PathFinding might not be ideal.
    All the options are per-location rather than per bot so....idk...I like the idea and want to bring in more movement control, but not sure what the best way is yet.

    It'd be reasonably easy to have them move to a random point within a radius then get a new random point once they arrive, instead of just returning to spawn each time.
    That would keep them in their area, but randomise their patrols.

    Hi,
    Yes and No.
    I can change where the spawn centre is for each monument, but the bots wont spawn inside the main building; They'll spawn on top of it.
    I was thinking of adding an option that checks their spawn height against the surrounding terrain and, if they are higher than X, repsawns them at a slightly different location.
    That wouldn't put them inside buildings, but it would go some way to keeping them off roofs. True/False, of course.
     
  12. @Steenamaroo Earlier I had pve.server set to true and I could kill the bots, now I can't when pve is on. Any idea? Thanks for the plugin.
     
  13. Hey @Notepad
    I don't use PVE settings or plugins but the guys in here seem to know their stuff.
    See @dIMjIM 's post - #2345
     
  14. Im not seeing the laser sights at night.....
     
  15. Do their weapons have laser sights fitted?
    You need to add them in your kit.
     
  16. I have kits set up for the bots, one kit named bots and another named bots2. With the new version, if I change "Kit": [], to "Kit": [bots], The plugin crashes?
     
  17. You need " " around the kit name - ["bots"]

    See overview or 1.3.7 update notes for full details.
     
    Last edited by a moderator: Jan 6, 2018
  18. Ah didnt know it only applied to created kits. I just use default everything. Thanks
     
  19. wow I'm an idiot...thanks.
     
  20. Ah ok, cool.
    If you use Scientists you could create a kit with hazmat and some weapons with attachments, then set belt+clothing wipe to true.
    That would effectively give you the same bots but with lights/lasers.

    For murderers, set 'keep default loadout' to true then give them a kit that has weapons+attachments only.
    That will maintain their attire but give them light/laser weapons on top.