BotSpawn

Moved

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

5/5, 81 likes
  1. already tested, some bots are not appearing at sites some are appearing and then disappearing, some are moving and some are not, ai_dormant false already on, never use vanish
     
  2. Thanks for clarifying @pookins
    Sounds like a mess. :( I'll get the server fired up later and see what's what.
     
  3. It does not move even if I am in front of them and in normal mode. There is no order to put in the CFG?
     
  4. Seems like the wheels came off with the last Rust update.
    Honestly, (anyone) I'd just unload and wait if you're having issues.
     

  5. The only stable place I found that they are staying is Military tunnel.

    They act weird everywhere else. IE* disappearing, not moving... Etc etc.

    I put a kit with guns in hotbar, and other loot in inventory on them. But that's it.

    Oh, and other plugins like rewards don't recognise them anymore so the reward is not given. Not sure what FP has done. Ha

    Murderers act the same way in certain spots on the map. Haven't done much testing with them though.
     
  6. i use murderer with weapon kits (mp5) and it works for us, maybe just put scientist off and use murderer who have trouble
     
  7. Thanks for the info fellas. All helpful. :)
     
  8. On my maps, they only seem to spawn at the military tunnels. I have them configured for at least one at every location(scientists only). The bot on animal death notes are silent since the update from what I have seen. And I haven't seen them at any other location, even after a reload. No errors showing in Rcon.
     
  9. This is how I have my config set-up. I've literally just copied the data to each monument I wanted active. Currently I only have the bots set for the Large monument. Launch, Water Treatment, Power, Train, and Junkyard. In testing we have found that they spawn - despawn fine, shoot anything that moves, even if it's in vanish or GodMode (as per the TargetHook issue previously mentioned)

    Beyond that they are holding their kits fine.

    "Airfield": {
    "Activate": true,
    "Aggression_Range": 40,
    "Bot_Accuracy": 6,
    "Bot_Damage": 0.6,
    "BotHealth": 200,
    "BotName": "randomname",
    "Bots": 4,
    "Disable_Radio": false,
    "Keep_Default_Loadout": false,
    "Kit": ["Bot1","Bot2", "Bot3", "Bot4"],
    "Murderer": false,
    "Radius": 80,
    "Roam_Range": 40,
    "Weapon_Drop": true

    Except for Bot2 kit not arming main weapon (Also previously discussed and thats just me being lazy to reset the kit with no flashlight) the other Bot kits work fine in testing.

    As it stands they are brutally accurate, don't give two hoots what your holding or if you're an animal, and seem to be spawning at each location just fine.

    On a side note, they do spawn at Launch but only near the External Pad. Can't seem to get them to spawn closer to the Hangar.
     
  10. Hey guys,

    Don't know what to tell you but I'm not getting these issues.
    I mean, the targeting hooks are still broken so all the stuff relating to that just doesn't work, (animal ignore, peacekeeper, weapon switching)
    but the bots are spawning in, not disappearing, and moving just fine.
    They're also firing at a normal rate.

    I spawned 50 bots at the launch site - 30 just outside the hangar.
     
  11. never mind im an idiot :)
     
  12. I had a problem or the bots would blink and then disappear. This was due to the fact that their roam_range was larger than the island on which I made them spawn.
     
  13. Are you sure? Roam_Range just checks their distance from spawn point periodically and if it's > whatever, it sends them home.
    If your Roam_Range was unnecessarily large it should just mean it never has effect.
     
  14. Set variable:
    "No_Blink": true,

    Soz, I couldn't help it.
     
  15. what does the no_blink true variable get entered ? , in the server startup ?
    and what does it do
     
  16. I do believe he was joking.....
     
  17. Sorry pookins, wasn't meant to be misleading. But I was kidding.
     
  18. The plugin "DeathNotes" picks up deaths of, and kills by the Zombies / Scientists with a reference to their names like "shayla", or "arlene" or "leonarda", etc. Is there a way to change these? I couldn't find it in any of the related files to this plugin. Many thanks.
     
  19. Code:
     "Animal_Safe": true,
    "APC_Safe": true,
    Bots anyway kill animals

    How to disable bot attack on /GOD & /VANISH players?
     
  20. read the overview:

    * 18/01/18 - Targeting hook is down, so several features are not working *
    *This includes peacekeeper, weapon switching (range), ignore animals*
    *working on a fix*