Sounds like OnNpcPlayerTarget hook isn't working, which would mean Peacekeeper, animals targeting(true/false), and weapon changes according to range.
Won't get to a live server tonight, but I'll look into it all ASAP.
BotSpawn
Moved
Total Downloads: 11,762 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018
- 5/5, 81 likes
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Just a few quick ?
["kit1","kit2", "kit3"]
When you use multi kits how does it pick what kit will be used?
Is it random or in order?
What if the spawn location is set to have more than 1 bot how does it choose what kit to load to what bot?
Thanks great Plugin!!
P.S. Scientist are all pissed off and running around toasting everything. Murderer=true are behaving as normal (I think). -
It's purely random, per bot.
The same kit might get picked ten times in a row...or maybe never. -
Came to check and see if anyone had reported issues on latest update. Glad to see you are already on top of it Steenamaroo
Love this plugin and yeah after today they've gone kind of rogue, hehe.
No real problem and I did see that your accuracy settings is regardless of range. Good to know as that was some concern in our community as well. Thanks for a great plugin and keep up the awesome work! -
Thanks for the kind words, @PunJedi
I'll try to figure out what's going on with targeting and work on that accuracy thing for next update. -
It appears bots are not turning on their weapon flashlights at night on my server after the 1/18 update.
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Did are botspawn files get wiped or we good with no wipes on this update?Last edited by a moderator: Jan 19, 2018 -
Shouldn't need to wipe unless there's a plugin update with config/data file changes.
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[DOUBLEPOST=1516337022][/DOUBLEPOST]Bots are working ok on Lost Isle PVE. They are however, now KOS even though we had peace keeper on, and working pre-patch. They are more challenging to deal with post patch. We have a lot more players dieing, but they seem to be having fun. I can get Fred to shoot you his JSON file if you want to take a look.
The joys of a plugin that is using an API that is flapping around like a loose sail in the wind! It actually is amazing you keep this working at all given how often and much FacePunch changes the underlying code you are working with.Last edited by a moderator: Jan 19, 2018 -
When I updated, I was attacked.
{
"Options": {
"Allow_Rust_Loot": true,
"Animal_Safe": true,
"APC_Safe": true,
"Cull_Default_Population": true,
"Ignore_Animals": true,
"Ignore_HumanNPC": true,
"Peace_Keeper": true,
"Remove_BackPacks": true,
"Suicide_Timer": 300,
"Supply_Enabled": false,
"Turret_Safe": true,
"Wipe_Belt": true,
"Wipe_Clothing": true
},Attached Files:
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@Steenamaroo , After todays update, moderators are reporting the bots are rather aggressive, and they are shooting their revolvers like they are machine guns. Also noted, that they are attacking animals as well.
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Yup they are like armed and angry young men seeing you kiss their wife... better than they can! Consider it a challenge for players in the short term till patched. The AI is more aggressive, shoots in burst and moves better. They are not peace keeping and are KOS. So you can either unload and wait for the patch or give your players a challenge. ;-)
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Confirmed - OnNpcPlayerTarget hook is no longer working, which breaks a lot of things including
PeaceKeeper, weapon switching, ignore animals option. @Wulf
Looks like the same deal as with the OnNpcTarget which broke a while back, breaking the Animal_Safe option.
I guess Rust have changed the way Npcs assess their target, but left the old code in?
I don't know, but don't have time to dig right now.Last edited by a moderator: Jan 19, 2018 -
Getting this now after update when reloading or unloading.
Bots are removed just fine.
Code:Calling kill - but already IsDestroyed!? Elite Commando[0/9033632] Calling kill - but already IsDestroyed!? Cammando Sniper[0/8554503] Calling kill - but already IsDestroyed!? Commando Guard[0/2122196] Calling kill - but already IsDestroyed!? Commando Guard[0/4789091] Calling kill - but already IsDestroyed!? Commando Guard[0/5927139] Calling kill - but already IsDestroyed!? Commando Guard[0/9307784] Calling kill - but already IsDestroyed!? Commando Guard[0/719998] Calling kill - but already IsDestroyed!? Commando Guard[0/4603301] Calling kill - but already IsDestroyed!? Commando Guard[0/250527] Calling kill - but already IsDestroyed!? Commando Guard[0/5155842] Calling kill - but already IsDestroyed!? Elite Commando[0/4509903]
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Bots aren't doing anything for me. They just stand in one spot and don't attack when being shot at. Halp please!!!
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i added these to my server startup {command line config} and bots are moving and patrolling their areas,
+ai_dormant false +sqadmanager.squad_disable false
seems to work quite well. i have Radtown Animal spawns running as well so it makes up for the ones the bots are killing -
Any possible chance of using the navmesh that is used for the current scientists within the military tunnels?
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two suggestions... 1. allow spawn rates based on how long a server has been running.. either since a reboot or since a wipe.. so I can make my bots harder to deal with late in the game.. and 2. this one is more odd.. allow me to have a master bot.. that has underling bots spawn at this masters location .... I would be willing to make a donation for this work if it were to be taken up.. I think it would add a lot to my servers..
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Seeing this in the error logs (and plugin won't load):
Code:oxide_2018-01-21.txt:07:40 [Error] Failed to initialize plugin 'BotSpawn v1.4.3' (ArgumentException: Could not cast or convert from System.String to System.Collections.Generic.List`1[System.String].) oxide_2018-01-21.txt:07:40 [Info] Unloaded plugin BotSpawn v1.4.3 by Steenamaroo oxide_2018-01-21.txt:07:40 [Info] No previous version to rollback plugin: BotSpawn
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My bots and animals are not moving. nav_disable is false and nav_grid is true. I've attached my config file.
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