BotSpawn

Moved

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

5/5, 81 likes
  1. Still getting this
    (14:04:32) | [Death Notes] A Zombie followed Night Watchman until it finally caught him.

    (14:04:32) | Night Watchman[7204506/76561190004909259] was killed by zombie (Zombie)

    I am not sure if it is a "Murderer " or a "green" Zombie as deathnotes calls them the same,
    and can you tell me what to add to startup menu to make it dormant false , ?
     
  2. Still having issues with bots not wanting to move or attack. Ive done just about everything I have read on here in regards to changing the various nav settings. No response. They just sit there. I reaaaally want to get Zombies running around for some additional challenge but there is just nothing I can do to get the Bots moving.

    I have done the following:
    Uninstalled and reinstalled the plugin.
    changed nav_disable to false
    changed nav_grid to true
    changed ai_dormant to false
    installed Custom AI
    changed nav_disable back to true

    any other suggestions? I own and operate the server and this is the last thing I need to configure before I let it go live.
     
  3. @Fatal 3 - The only things I'm aware of that will prevent your bots from reacting properly are
    Odd items in the belt - Trying stick to plain bullet-weapons
    Weapons with skins in the belt - keep them plain for testing
    Nav related startup settings.

    You mentioned changing these, but the server needs to be restarted for the changes to take effect.

    @pookins too, make sure that
    nav_disable false
    nav_grid true
    ai_dormant false

    are all set in your startup script.

    Pookins, the startup script is where you set your map size and seed.
    Depending on your host, that may be in an edit box in the server settings area.

    Edit: @pookins - I can't change how DeathNotes reports, I'm afraid.
     
  4. I'm using the settings below and the bots still seem to have lots of range and accuracy. Since the multi-kit change I've had similar complains. Before then I didn't. Roam Range is of course how far they roam, but is it in any way also doubling as the range in which they can shoot?

    Code:
        "Airfield": {
          "Activate": true,
          "Aggression_Range": 20,
          "Bot_Accuracy": 4,
          "Bot_Damage": 0.4,
          "BotHealth": 100,
          "BotName": "Airport Security",
          "Bots": 7,
          "Disable_Radio": false,
          "Keep_Default_Loadout": false,
          "Kit": ["bot_soldier", "bot_soldier2", "bot_soldier3", "bot_soldier4"],
          "Murderer": false,
          "Radius": 100,
          "Respawn_Timer": 900,
          "Roam_Range": 40,
          "Weapon_Drop": true
        },
     
  5. Thank you for your great plugin! The only issue I have — I can't set a custom spawnpoint (custom profile) outside the map OR just in a building built on water. My zombies do spawn, arm with machete and disappear in a few seconds. Is this a Rust/Oxide limit or is there something to improve?

    Thanks!
     
  6. u can not spawn BotSpawn NPC at/in players building, they spawn and disappear or if it on the ground they spawn on the side of players building
     
  7. I can do it using HumanNPC plugin, but I need a Zombie... Is there any workaround for this? For my case could just stay and don't move/attack (but of course movement and attack would be better). So is this a Rust limit or Oxide limit?
     
  8. Deleted the config replaced the plugin and get this:

    Failed to initialize plugin 'BotSpawn v1.4.3' (ArgumentException: Could not cast
    or convert from System.String to System.Collections.Generic.List`1[System.Strin
    g].)
    at Newtonsoft.Json.Utilities.ConvertUtils.EnsureTypeAssignable (System.Object
    value, System.Type initialType, System.Type targetType) [0x00000] in <filename u
    nknown>:0
    at Newtonsoft.Json.Utilities.ConvertUtils.ConvertOrCast (System.Object initial
    Value, System.Globalization.CultureInfo culture, System.Type targetType) [0x0000
    0] in <filename unknown>:0
    at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.EnsureType (Newt
    onsoft.Json.JsonReader reader, System.Object value, System.Globalization.Culture
    Info culture, Newtonsoft.Json.Serialization.JsonContract contract, System.Type t
    argetType) [0x00000] in <filename unknown>:0
    ExType: JsonSerializationException
    Failed to initialize plugin 'BotSpawn v1.4.3' (ArgumentException: Could not cast
    or convert from System.String to System.Collections.Generic.List`1[System.Strin
    g].)
    at Newtonsoft.Json.Utilities.ConvertUtils.EnsureTypeAssignable (System.Object
    value, System.Type initialType, System.Type targetType) [0x00000] in <filename u
    nknown>:0
    at Newtonsoft.Json.Utilities.ConvertUtils.ConvertOrCast (System.Object initial
    Value, System.Globalization.CultureInfo culture, System.Type targetType) [0x0000
    0] in <filename unknown>:0
    at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.EnsureType (Newt
    onsoft.Json.JsonReader reader, System.Object value, System.Globalization.Culture
    Info culture, Newtonsoft.Json.Serialization.JsonContract contract, System.Type t
    argetType) [0x00000] in <filename unknown>:0
     
  9. Thanks for the info, i already knew that "death notes" could not be altered i just put the info in there in case you wanted to know which type it was, The animals and zombies chase each other all over the map, get packs of wolves chasing bears (and players) etc.
    so all good fun, the bots stay pretty inactive till you get in range they will then chase you. *before altering dormant setting , so it will be interesting to see what change that will bring,
    Certainly still not Npc safe
    (15:12:07) | Night Watchman[8324186/76561190004046765] was killed by machete.weapon (entity)

    (15:12:11) | Comm Security[8343046/76561190009486245] was killed by machete.weapon (entity)
     
    Last edited by a moderator: Jan 14, 2018
  10. Check the "Kits" entry in overview or V1.3.7 update notes.
    Details there.
    [DOUBLEPOST=1515941792][/DOUBLEPOST]
    BotSpawn bots won't intentionally attack eachother, if you've set the config that way.
    They can hit eachother in friendly fire so inevitably they will accidentally kill each other once in a while.

    Bots from other sources will do whatever they do - BotSpawn doesn't control them.
     
  11. Failed to call hook 'OnServerInitialized' on plugin 'BotSpawn v1.4.3' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.BotSpawn.AddProfile (System.String name, Oxide.Plugins.CustomSettings monument, Vector3 pos) [0x00000] in :0 at Oxide.Plugins.BotSpawn.FindMonuments () [0x00000] in :0 at Oxide.Plugins.BotSpawn.OnServerInitialized () [0x00000] in :0 at Oxide.Plugins.BotSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00000] in :0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00000] in :0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00000] in :0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00000] in :0
    [DOUBLEPOST=1515958383][/DOUBLEPOST]any idea what this is? every time i load BS it does this............sigh
    [DOUBLEPOST=1515958541][/DOUBLEPOST]

    I am also having the same issues............the bots are firing from LONG distances
     
  12. That error looks like the result of a mistake in the config.

    The bots will fire long distances, once they've spotted you. Aggression_Range is the option to prevent them from spotting you outside of a certain range.
     
  13. I tested this on my server today and I'm very happy with the results. Works as advertised, configuring them was easy. You'll know it's good the first time the glowing eyes come after you in the dark.
    Dev, is there any possibility of creating 'factions' with the AI? I used to run a couple of DayZ servers called "Legion owns Napf". All of the AI belonged to the Legion faction and the missions, etc were all themed around the players having to carve out an existence while staying away from Legion patrols and bases. It made for a fun RP experience and encouraged solo players to team up. Is it too early to personalize the AI protocols yet? I coded for Arma2 and spent years making UScript mods so I understand the basics but I am still getting my feet wet with Rust and Unity. Thanks for any advice you might give.
     
  14. Sorry I changed the kits to the [], and now I get the following:

    18:36 [Error] Failed to call hook 'OnServerInitialized' on plugin 'BotSpawn v1.4.3' (NullReferenceException: Object reference not set to an instance of an object)
    at Oxide.Plugins.BotSpawn.AddProfile (System.String name, Oxide.Plugins.CustomSettings monument, Vector3 pos) [0x00000] in <filename unknown>:0
    at Oxide.Plugins.BotSpawn.FindMonuments () [0x00000] in <filename unknown>:0
    at Oxide.Plugins.BotSpawn.OnServerInitialized () [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
     
    Last edited by a moderator: Jan 15, 2018
  15. Please try having deleted /config/BotSpawn.json and /data/botSpawn.json, and let me know if you see the same error.

    Thanks.
     
  16. Hi ! Also awesome plugin. Is there possibility to spawn bots only during night ?
     
  17. Hi, and thanks!

    No, not an option right now.
    It's on the list of features to add, though.
     
  18. @Steenamaroo If you shoot at the bots I have setup, they shoot at you from extremely long distances. My players are complaining about it. They are also suggesting their accuracy is very good, but I have it set low.

    When I updated the plugin to the last major update, I wiped everything and painstakingly rewrote the config. I've been getting complaints since that last major change, but not before.

    What is the limit on how far these bots will shoot? That used to be held in a setting called Range, but now that's gone.

    Example

    Code:
        "Airfield": {
          "Activate": true,
          "Aggression_Range": 20,
          "Bot_Accuracy": 4,
          "Bot_Damage": 0.4,
          "BotHealth": 100,
          "BotName": "Bot",
          "Bots": 7,
          "Disable_Radio": false,
          "Keep_Default_Loadout": false,
          "Kit": ["bot"],
          "Murderer": false,
          "Radius": 100,
          "Respawn_Timer": 900,
          "Roam_Range": 40,
          "Weapon_Drop": true
        },
     
  19. Hi Tunnleram,
    Yeah, I changed the way it works so they're more like a real player.

    Your aggro_range sets how far away a bot will spot you.
    That range becomes irrelevant if you shoot a bot. He'll shoot you back regardless of distance.

    Sounds like your players are salty they can't sit and snipe bots from the safety of 200m. ;)

    I'm not aware of any issue with accuracy but I can look into it if you think there's something wrong.
     
  20. Started using this mod a few days ago, quite love it. Personal note on usage, take it how you will. :)

    When sniping from a distance, a bot will immediately take note of where a HIT comes from and is able to 100% accurately return fire, even when accuracy is turned to 1. However, when the bot gets to within spitting distance, they may as well be cross eyed and/or blind. Could you please review bots accuracy at distance to see if you can make them a little more random in how they react to being sniped? I get that even the most unskilled players will randomly get a lucky shot, but not every single time.

    PS, the bots do not take note of where a miss comes from, and instead look at where the hit landed (which is fine).
    PSS, using a silencer has no effect on whether a bot can 100% hit where a shot came from when being sniped.

    Finally, thank you for this mod, it adds a much needed NPC aspect to the game that the base game was sorely missing.

    PSSS, bots never stop their lock once being shot, could you set an agro timer that has a random time associated with it so that bots don't perma lock?