BotSpawn

Moved

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

5/5, 81 likes
  1. Hello, i have problem with detect and attack range.
    I'm set in config Aggression_Range(default 40) 100 200 600, but the bots whatever only see and attack 60 meters and below
     
  2. Hey,
    Thanks for letting me know. Rust defaults may have changed so I'll look into it. :)
     
  3. Bots seem to lose agro now an again.
    But still I must say... This is one hell of a sexy plugin :) <3

    EDIT:
    Found a new issue, Since adding bots at monuments, Loot doesnt seem to spawn in the monuments... Any ideas?
     
    Last edited by a moderator: Jan 23, 2018
  4. Ha, thanks @DzRealKiller
    Shame a few of the features are down but yeah...Still pretty cool. ;)

    I'm not aware of any correlation but I suppose it's possible that bot corpses might be taken into account if there's any kind of loot spawn proximity check.
    Not something I ever considered, so I'll keep it in mind.
     
  5. Howdy all,

    I'm not sure why I'm seeing the error below. I've tried a few things in this thread but can't get it to clear. It's obviously something in my config, as a blank botspawn doesn't cause the error. I did make a change to add some scientists to certain monuments, with a kit 'scibot' for them to drop when the player kills them. I'd appreciate a look over from someone more knowledgeable than I. Many thanks!

    Code:
    NullReferenceException: Object reference not set to an instance of an object
     

    Attached Files:

  6. Try without changing the settings in Config. Instead add a custom location flag them as murderer: true and don't give them non stock guns in the hotbar. The custom bot setting will goto the data folder.

    It is advisable to add your custom location with no kit. Make sure they spawn and move then add a kit with an item or 2 @ a time. This way you will know what items and what slot you put it in is pissing off the script. Once you know new kits are easy.
     
    Last edited by a moderator: Jan 24, 2018
  7. I can only guess maybe the bot is choosing something other than a weapon from his kit-belt, then Rust or the plugin is trying to do something weapon specific, like set firing range or something.

    Make sure that the bot's kit belt has only weapons or tools and see if that changes anything.

    I used to get errors allowing them to choose things like building plans or deployable objects.
     
  8. Is there a way to add a timer or something so that the bots spawn at a specific time?
     
  9. Not right now, no, although you could use Timed Execute to load and unload the plugin.
     
  10. Ah! That's exactly it. I had a medkit on the belt for the scibot kit. Removed it, saved the kit, reloaded botspawn. No problem. Thanks much!
     
  11. Alright thanks.
     
  12. ZLO

    ZLO

    1. Bots are not killed with a melee weapon!
    A stone, an ax, a peak, and something like Eola, too!
    2. Ignore the setting not to attack the peaceful!
    Setup:
    Code:
    "Peace_Keeper": true,
    please decide :(

    Full common config:
    Code:
    {
      "Options": {
        "Allow_Rust_Loot": true,
        "Animal_Safe": true,
        "APC_Safe": true,
        "Cull_Default_Population": false,
        "Ignore_Animals": true,
        "Ignore_HumanNPC": true,
        "Peace_Keeper": true,
        "Remove_BackPacks": true,
        "Suicide_Timer": 300,
        "Supply_Enabled": true,
        "Turret_Safe": true,
        "Wipe_Belt": true,
        "Wipe_Clothing": true
      },
      "Zones": {
        "AirDrop": {
          "Activate": true,
          "Aggression_Range": 40,
          "Bot_Accuracy": 1,
          "Bot_Damage": 0.3,
          "BotHealth": 60,
          "BotName": "Always coded loader-forwarder",
          "Bots": 1,
          "Disable_Radio": false,
          "Keep_Default_Loadout": true,
          "Kit": [],
          "Murderer": false,
          "Radius": 50,
          "Roam_Range": 0,
          "Weapon_Drop": false
        },
        "Airfield": {
          "Activate": true,
          "Aggression_Range": 40,
          "Bot_Accuracy": 1,
          "Bot_Damage": 0.3,
          "BotHealth": 60,
          "BotName": "Personnel of A-SHOt-Airlines",
          "Bots": 15,
          "Disable_Radio": false,
          "Keep_Default_Loadout": true,
          "Kit": [],
          "Murderer": false,
          "Radius": 300,
          "Respawn_Timer": 300,
          "Roam_Range": 0,
          "Weapon_Drop": false
        },
    ...
    3. Also, the DeatNotes plugin does not work properly! Do not write a murder with a bow and some others. Murder from the bots wrote - No weapons!
     
  13. hi, i would like spawn bot inside a base but wont work they would noclip outside of it and run around (a 6x6 with walls, no doors)
     
  14. So what you're saying is... You want to spawn bots inside Player bases to kill a player.. Thats called.. wait for it... Admin Abuse :p
     
  15. Peacekeeper isn't working right now.
    An intentional part of it, which is working, is that peacekeeping bots can't be killed by melee weapons.

    Best just to disable the option.
     
  16. No i wish to make an private server with a arena or senario
     
  17. Why close combat is ineffective for robots (knives, spears)
     
  18. read the posts
    they have not been able to use melee weapons for a while, and due to last game update many other features are not working, have to wait for problem to be resolved. with the coming "leaving early access" next month you can expect a lot of s*** to hit the fan
     
  19. Keep tweaking the options, I know for sure right now you can have working melee-dominant bots lol. Like previous said though, lots of things needing to be fixed right now - gotta roll with the FP punches as they keep changing the AI in-game!
     
  20. Upgrade this wonderful plugin to devbloga 195