BotSpawn

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

5/5, 81 likes
  1. hey I get this error when I put true in config when i use oxide.reload botspawn

    Failed to call hook 'OnServerInitialized' on plugin 'BotSpawn v1.4.4' (ArgumentException: An element with the same key already exists in the dictionary.)
    at System.Collections.Generic.Dictionary`2[System.String,Oxide.Plugins.BotSpawn+MonumentSettings].Add (System.String key, Oxide.Plugins.MonumentSettings value) [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


    I found the error there were two of the same file so now it runs: D
     
    Last edited by a moderator: Jan 27, 2018
  2. It's in the config file for each site: "Bot Name - "Type a name"" <- that's where you type a name.
     
  3. Ive done some more looking, after I run botspawn.reset the bots spawn as they should then slowly a number despawn and reappear at the center of the map - at what i think is 0,0,0 (im guessing) which is below the surface. The bots sit there for a few moments then disappear.

    I have no custom spawns defined - and I'm very familiar with the mod.

    Is this a botspawn or a facepunch thing do you think?
     
  4. I use a temporary naked at 0,-100,0 as a host for a dead bot's kit, and then move it from there to his corpse.
    Dirty....very dirty...but the sensible methods weren't working.

    I read someone making similar comments about default scientists disappearing and there was mention of a Rust update from Alistair. I think it's been released now.
     
    Last edited by a moderator: Jan 27, 2018
  5. My observation is post the latest mini fix
     
  6. Hows this for weird.
    Checked Radtown animal plugin and removed all {non}spawning scientists to see if it was causing a problem with Botspawn,
    Now i get this type of "Death notes"
    (20:21:57) | kaci[21012508/9895699] was killed by bradleyapc (entity)

    (20:22:08) | [Death Notes] Harbor Patrol killed a Zombie with a Assault rifle from 19.22m.

    (20:22:08) | launa[21118672/2440367] was killed by Harbor Patrol[21068860/3302013]

    Now my settings for bots do not include random names and i dont have any scientists set up so who are they killing,
    I never had these messages before, did removing scientists "release" game ones back into game ?
     
  7. As far as I know DeathNotes prints "Zombie" for murderers (and zombies), and the name for Scientists.
    The above would suggest that you do have random-name scientists at the Launch Site.

    Double check you don't have a custom location in that area that you forgot about.
     
  8. Just a quick ?

    if the kit "kitname" is random when using more than 1 kit.

    what will happen if I use the same kit more than once "kitname""kitname""kitname""kitname""kitname2"

    I ask becasue this could allow for a more random "kitname2" instead of 50/50 without having to add 5 blank "kitnameX"
     
  9. I would think that would work. I use 4 kits with 4 bots and they always have 1 of each. I never see like 2 of bot2 and a couple bot3's. It's always Bot1, Bot2, Bot3, Bot4 kit, rinse, repeat.

    I'd be curious too if that portion is random or just sequential in order of kit listed.
     
  10. I dont use custom locations, I went through Botspawn and Radtown Animal plugins and do not have any Scientists optioned, (as i previously stated). I know how death notes lists deaths regarding Zombies and Murderers and have tried to get them to change it to listing both (to no avail) only difference is in console where it gives a id number to Murderer (but no name)
    But as i said in previous post , "when i had scientists optioned in RA plugin i would not get any and never got death notes about any deaths with random names, But when i removed scientists in RA plugin i now get a LOT of reported "scientist" deaths,"
    Thats why i said at the beginning of my previous post that "this is weird"
     

    Attached Files:

    Last edited by a moderator: Jan 29, 2018
  11. I think you asked this before? The above will result in a one in five change of getting kitname2.
     
  12. Sorry if it felt like a repeat question. I think b4 I wasnt trying to use the same kit more than one time TY for the reply.
     
  13. Sooo... I have an issue.... Screenshot
    Thoughts? It's when I initially load up the plugin.
     
  14. Is the default config being created with incorrect formatting or something? Lots of people are getting this.

    It means that "Kits" is not formatted correctly in your config or data file.
    See the overview/faq/1.3.7 update notes for full details. :)
     
  15. @pookins , i have added both of those commands and still nothing. I removed the plugin and all files associated with it, reinstalled the updated install, added the two commands (squadmanager.squad_disable false & ai_dormant false, still no go. Losing my mind over this.
     
  16. Well here's where I am confused. I didn't set any "kits" before as they just came with one and it worked. Are you saying that I just need to make a "default" kit and it should work?
    [DOUBLEPOST=1517353645][/DOUBLEPOST]I also tested your theory. I removed kits completely and I still get the same error message
    [DOUBLEPOST=1517354886][/DOUBLEPOST]----REDACT PREVIOUS----

    Found out that the previous cfg file was not compatible with the new cfg format. When looking at them side to side, the options have changed so old cfg files are no longer good and have to be re-worked.

    I don't know if this is a thing, but could there be a loot cfg in the future for what the bots drop when killed?
     
  17. @6401integramandj
    I am not worrying about anything (non spawning/dropping/firing/moving) until after the next 2 anticipated (by my reckoning) wipes, the first normal one at the beginning of the month and the "leaving early access" which might involve almost anything . some of them spawn, some of them fire so that's it for now.
    @tower.rustafied
    I always copy my configs into a new text document with plugin update (unless it says no need to) and wipe config , then copy needed info into the newly created one , (kit name, bot names and amounts) etc, i used to add include ammo in the kit with no problem so i think you could add whatever items to the kit and it would be there to loot, I don't bother as i have airdrops almost hourly (2 -4 pods) , Dangerous Treasure chests every few hours and Betterloot, if they can't survive with that they are too lazy,
     
  18. I'd really like to see a loot table/item list/rarity for what they drop. could be a nice mini game
     
  19. Am trying to use this for zombies. have fot the zombies working, moving, etc. Just one small hitch. When you shoot them you loose health and die. Any help?
     
  20. is this a pve Server? did u use Server.pve true?

    i recommend to use plugin TruePve