BotSpawn

Moved

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

5/5, 81 likes
  1. Is it possible to have multiple bot names kind of how its done with multiple kits?
    like instead of

    Code:
    "BotName": "bot01",
    we do

    Code:
    "BotName": ["bot01","bot02","bot03"],
    Or is there a file of names that it pools from or something? I looked around the files of my server but didn't find anything.

    I'd honestly would test it my self right now, but my server is being all wonky.
     
  2. Yeah, just leave it as default, "randomname", I think, and Rust will assign on to each bot.
    You can't specify more than one though.
    It's either one for all (per location) by choice, or random.
     
  3. Oh man. The new AI. It holds a grudge. A hours gone by. And the bot on top of the hangar is still gunning for me. I'm way out of its aggro range. But it hasn't forgotten. Whenever I come back to the airfield it starts taking shots at me. I love it.
     
  4. Haha! Yeah, I think it's cool that they 'remember' but, to be fair, I should probably make that expire after a sensible period of time.
     
  5. I guess. If you wanna be like that.

    But fair point. Maybe a time setting instead of a set reset?
     
  6. Yeah, for sure. If I can do it, I'd do it as user-customisable.
     
  7. [BotSpawn]
    This Shouldn't Happen

    I haven't seen this one yet.
     
  8. Thanks for that.
    That means that after the suicide timer the plugin had a record of a bot which, somehow, no longer existed.

    If you used a remove tool or ent.kill on a bot I think it would trigger that message.
    Edit: It may also happen if Rust destroys the bot due to invalid location.
    If not, I have a bug somewhere.

    I coded it to simply remove the record of said bot so it's not really of consequence to you, but it's good for me to know. :)
     
  9. It might be a bug then. I saw it when I checked in on the server using my mobile rcon app. Nobody was on the server either.
     
  10. Just edited in, Rust removing bots due to invalid location might also cause it.
    That's quite easy to prove so I'll check it and remove the warning message in future versions.

    Thanks again. :)
     
  11. Hi. I would like to bring up Murderers but only from midnight until around 8am. An idea please ?
     
  12. I think Timed Execute | Oxide should let you oxide.unload BotSpawn and oxide.load BotSpawn.
    Just make sure that your server host is in the same timezone as you and, if not, compensate.

    In the longer term, I may build this feature in to the plugin, as well as varying numbers of bots with time of day.
     
  13. Thank you for this good idea BBUK.
     
  14. @Steenamaroo After some multi-player testing I am fairly sure the rust bots clear agro after not being hit by a player for some time. They do seams to have that same focus that allows 1 player to hold agro while the bot ignores others until shot @.

    Botspawns act in the same way but the issue we are having is if you say have a lootbox being protected by the bot all it takes is 1 player to agro and hide and someone can walk right by the bot and not worry.

    The APC @ the launch and default scientist do this to an extent but seams to @ times just flop over to nearest visible player making the scenario more difficult to execute.

    I'm not a java coder but maybe figure a way to check current target and check nearest target. if current target is out of range rest his agro. if someone else is closer change focus to them. if no player is in range reset to default. Maybe every 10-20 seconds?
     
  15. That's great info @Void_Time_Gaming - Thank you for taking the time to check all that out!

    I'll take some time to look into their storage and prioritising of targets - No doubt something can be done. :)

    Sounds like they're presently coded on the assumption that one party is always going to die.
     
  16. Is there a way to put a timer on the bot spawns for the Airdrop? seems like they spawn as the drop is coming in so by the time it lands they've moved on ... unless I'm missing something.

    Is there a way to change the speed of the bots? would like to make slow moving murderers :p

    Also a suggestion from one of the members of my server:
    Is it possible to have 2 different types of spawns in a zone, for instance, have 5 bot/murderers spawn at the dome with 50-100 health and also have 1 spawn in the same area with like 500-1000 health to be the "boss"?
     
  17. There is a timer that is configurable in the first section of code. I have mine changed to 600 seconds to provide 10 minutes of them chilling before going away. Currently there is not support for changing the speed of any zombies or scientists. As of your final question I too asked that and this can be completed by using the custom profiles. You can set up additional profiles based on your desires.
     
  18. Not sure about custom profiles, is this done by editing the config file? perhaps for the Dome just copy the whole section and change the variables? or will I need to add them via the cs file?

    Thanks for your help.

    **edit** for this, missed the custom section :(
     
    Last edited by a moderator: Jan 9, 2018
  19. @Steenamaroo Bots don't like to use some weapons like the Ass. Rifle and Revolvers. They just run around looking all confused.

    Suicide time does not affect custom bots? Can we get that in the custom spawns settings to make more customization?