BotSpawn

Moved

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

5/5, 81 likes
  1. I'm afraid that's not something we can control.
    If it was, you can bet your ass I'd be working on a ten-foot-chicken plugin right now! lol
     
  2. Hey guys, my bots want to move :D

    whats wrong in my BotSpawn Config?
    Code:
    {
      "CustomProfiles": {
        "bot": {
          "Activate": true,
          "Murderer": false,
          "Bots": 5,
          "BotHealth": 100,
          "Radius": 100,
          "Kit": ["bot1","bot2","bot3","bot4","bot5","bot6"],
          "BotName": "randomname",
          "Bot_Accuracy": 4,
          "Bot_Damage": 0.4,
          "Respawn_Timer": 60,
          "Disable_Radio": true,
          "LocationX": 1041.74377,
          "LocationY": 26.36269,
          "LocationZ": 1243.22852,
          "Aggression_Range": 40,
          "Roam_Range": 40,
          "Weapon_Drop": true,
          "Keep_Default_Loadout": true
        },
        "bot1": {
          "Activate": false,
          "Murderer": true,
          "Bots": 8,
          "BotHealth": 100,
          "Radius": 100,
          "Kit": ["bot1","bot2","bot3","bot4","bot5","bot6"],
          "BotName": "randomname",
          "Bot_Accuracy": 7,
          "Bot_Damage": 0.7,
          "Respawn_Timer": 60,
          "Disable_Radio": false,
          "LocationX": 1213.81018,
          "LocationY": 14.0491943,
          "LocationZ": 1016.88831,
          "Aggression_Range": 40,
          "Roam_Range": 40,
          "Weapon_Drop": true,
          "Keep_Default_Loadout": true
        }
      }
    }
     
  3. Have they suddenly stopped working, or is this your first go at using BotSpawn?
     
  4. I'd like to help you out more with this plugin, but I've had to remove it for now. I can't have players being kicked this often.
     
  5. That error "SubCategoryIntoContainer: This should never happen!" isn't coming from BotSpawn.

    LootConfig support thread has a few guys complaining/talking about this.
    LootConfig | Page 25 | Oxide

    Try unloading it for the time being.

    @jimaggie + @srtbull
    [DOUBLEPOST=1515297794][/DOUBLEPOST]
    Suicide_Timer - It stops airdrop bots accumulating over time if no one kills them.
     
    Last edited by a moderator: Jan 7, 2018
  6. Thanks, I'll look into that. However, that warning wasn't kicking anyone. The projectile one was kicking people.
     
  7. When using multiple custom kits does it randomize what kit they are given? Also I noticed when giving them a kit of lets say just Scrap the bots will then not have any weapons or clothing. I am aiming to make it so the bots have advanced weapons but only drop what the kit has listed instead. If I could make a few different ones so it randomish that would be great! This all may be implemented already just not covered in the plugin description.

    Also if someone could please provide an example of adding a kit for just the bots that would be amazing. I seem to be adding a kit but the BotSpawn plugin spams with errors.
     
    Last edited by a moderator: Jan 7, 2018
  8. Multi kits does cycle threw the listed kits?...... At least that's how I understood it.
    If you use a custom kit you have to give them gear. Global bot setting in oxide/config/Botspawn.json allow you to config if belt and clothing drop. Custom bot setting in oxide/data/BotSpawn.json configs if weapon drops.

    oxide/config/BotSpawn.json
    {
    "Options": {
    "Allow_Rust_Loot": true,
    "Animal_Safe": true,
    "APC_Safe": true,
    "Cull_Default_Population": true,
    "Ignore_Animals": true,
    "Ignore_HumanNPC": true,
    "Peace_Keeper": false,
    "Remove_BackPacks": false,
    "Suicide_Timer": 3000,
    "Supply_Enabled": false,
    "Turret_Safe": true,
    "Wipe_Belt": true,
    "Wipe_Clothing": true

    },


    Adding a kit you make a kit like normal with /kit and set authlevel 2

    /kit add Botloot1
    /kit authlevel 2

    add your custom /botspawn and in oxide/data/BotSpawn.json

    Kit - [] = no kit.
    Custom looks like
    Kit - ["Botloot1"]
    Custom multi looks like
    Kit - ["Botloot1","Botloot2"]
     
    Last edited by a moderator: Jan 7, 2018
  9. Great work on the plugin. I have felt it progress this week. With the back to back updates it was a little challenging to keep up but the current state is worth it.

    One issue that bothers me. Once a bot targets the 1st player it locks onto them even after death.
    Its almost like you will need to make the bot check if its current target is in range and if not in range clear its hate.

    Example 1:
    Dave goes by and gets in range of BOT
    BOT shoots Dave and Dave runs to mommy and hides behind a rock.
    Mommy stands on rock and shoots BOT in the face.
    BOT sometimes will try to shoot Mommy but if Mommy moves out of range Bot wants Dave again.

    Example 2:
    Dave gets agro from BOT and Dave runs off
    BOT Goes home
    Bill comes by and BOT don't care because BOT only hates Dave
    Bill Shoots Bot and Bot kills Bill
    BOT still wants Dave and will ignore other players again until shot @
     
  10. sounds like a good bot - it only wants revenge for u shooting at it :)
     
  11. I agree but from an exploitable point of view one can agro all the bots and move out of range. The bot goes home and now your friends can get close range and cap them in the face with a shotgun without fear of drawing attention.

    Its not a simple case of killing the Bot while its focused one someone else. The bot will disregard all other players coming in range even after its original target has been killed by any way.

    Essentially 1 person can go agro every bot on the server then sit @ home and all bot range agro is now useless.
     
  12. The bots on my server seems to have godmode, the woulden't die ...
    Anny toughts what i did wrong ?
     
  13. bots in harbor sometimes appear inside containers and ships. kill players, and they can not get on them
    [DOUBLEPOST=1515323698][/DOUBLEPOST]
    if you use TruePVE then add in the config

    {
    "name": "npcs",
    "members": "NPCPlayerApex, BradleyAPC, NPCMurderer, NPCScientist, scientist",
    "exclusions": ""
    },
     
  14. Seem like it's all part of the same thing.
    oxide.unload LootConfig then kill a few bots to prove.
     
  15. Hi, @Void_Time_Gaming thanks for this info. It might be explain an intermittent 'issue' I was having.
    I've been testing solo but once in a blue moon bot ignores.
    I assumed it was to do with spawning him close to me but now I'm thinking he had targeted an animal or something and I was playing the part of the second player in your scenario.
    That makes more sense.

    Not sure why this is the case, but I'll find out.

    Is there any chance you could test this with a default scientist (spawn.scientist in console)?
    I have a feeling it might be their default behaviour but would need to know before working at a fix.
     
  16. do they do not parachute in with fancy drop on the random event drop... how can i turn that on? ive seen ppl say they do but they just spawn at the bottom and then walk away when the drop is coming down.. any help would be awesome! :D
     
  17. Parachute option was removed some time ago because Rust introduced checks to make sure that the bot is on solid terrain.
    I might go back to finding a workaround for that but, for now, it's not an option I'm afraid.

    If you set a small-ish Roam_Range, they shouldn't leave the area unless baited away.
     
  18. I added the plugin but Im not sure how to get anything working,cant find the botspawn files, still new to all this console says permissions dont exist :(
     
  19. If you're not admin (auth level 2) then you'll need to be granted permission.
    The console command for that is oxide.grant user YourUserName botspawn.allowed

    An admin will need to do this.
     
  20. I am the admin of the server when i try to give myself the permissions it still tells me they dont exist