how did you add the plugin ? did you type "plugins" into the RCON console to see what ones are installed,
on another subject, i changed all my bot locations to "murderer" true and they are all acting as they are supposed to do (and have assigned kits), only problem is that they are all classed as "zombies" in "Deathnotes" now , so if you kill a green one, a (actual) murderer or a "bot" (now murderer) they are shown as "player killed a zombie" , i know its a death notes issue and am just putting the info out , no point in worrying till after game has settled down after next week to see what changes they will make to bots,
BotSpawn
Moved
Total Downloads: 11,762 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018
- 5/5, 81 likes
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Hi there ! I have BotSpawn on my server since 2 months and everything worked very well. For a few days, (After a Rust update) the Bots do not spawn anymore. Please, help me.
Thank you in advance for your answers. -
Well just wanted to say thank you for making this plugin. Looks like it might be going away after this next update since the AI will be implemented. Do you plan on maintaining this to adjust anything with the AI going forward?
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They certainly will
, Plus you have to take into consideration what happens when they "fix" something !! , Animals didnt move when they fixed them, graphics went to mono when they fixed them, animals have finally (so far) stopped walking through walls and rocks after being fixed for the last four years, stability is "shot" since they fixed it , (used to be able to go up to 12 floors),
So am dying to see what happens when they fix the AI , I only have 4500 hours ingame but my team mate has nearly 14600 so the chats we have are interesting regarding "fixes"Last edited by a moderator: Feb 8, 2018 -
hey @Steenamaroo, could you maybe add an option to disable the default spawn option for the rust scientist?
Tomorrow 08-02-2018 they will be in the game @ the rust update. -
i think it is already in the config, "Cull_Default_Population": true,
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No, that was removed a short while ago because the scientist population option in Rust was changed, or removed.
I didn't really investigate it at the time - Just removed my population cull option all together.
I'll see if I can find out what the equivalent is not and add it back in.
Actually, if any of you guys happen to know, pop it here please. -
squadmanager.squad_disable “false” to disable scientists and...
squadmanager.squad_cover_compromised_cooldown 10 Defines how long a cover point is marked as compromised before it’s cleared again for selection.
squadmanager.squad_max_population_military_tunnels 10 Defines the size of the squad population at military tunnels.
squadmanager.squad_min_delay_individual_speak 5 Defines the minimum interval between each time a single individual is allowed to speak.
squadmanager.squad_min_delay_topic_speak 11 Defines the minimum interval between each time a topic is allowed to be spoken about.
squadmanager.squad_radius squad_radius 15 Defines the max distance from the squad center a unit can be to be considered a member.
squadmanager.squad_respawn_delay_max_military_tunnels 480 Defines the maximum delay between spawn ticks at military tunnels.
squadmanager.squad_respawn_delay_min_military_tunnels 240 Defines the minimum delay between spawn ticks at military tunnels.
squadmanager.squad_spawn_per_tick_max_military_tunnels 4 Defines how many can maximum spawn at once at military tunnels.
squadmanager.squad_spawn_per_tick_min_military_tunnels 2 Defines how many will minimum spawn at once at military tunnels.
squadmanager.squad_tick_rate squad_tick_rate 0.5 Defines how often we tick a squad to manage its members.
squadmanager.squad_try_spawn_intelligently True If squad_try_spawn_intelligently is set to true then squads will try to prevent spawning right next to players.
squadmanager.squad_valid_aim_cone 0.8 Defines how close their aim needs to be on target in order to fire. -
Error while compiling: BotSpawn.cs(1338,68): error CS1061: Type `NPCPlayerApex' does not contain a definition for `GuardPosition' and no extension method `GuardPosition' of type `NPCPlayerApex' could be found. Are you missing an assembly reference?
What do i do ? -
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I take it the update's out then.
[DOUBLEPOST=1518115106][/DOUBLEPOST]I don't have access to a server right now but, if this compiles, this should work around that issue.
Holding back on formal updates until I get a look at what's what.Attached Files:
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Ooh, nice! Thanks for letting me know.
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thank you a lot, for fast update!
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@Steenamaroo works well but slight delay on them 'waking up' . thanks man hope the update helps rather than hinders
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I have to run past stuff before it moves.
Also after doing wipe i seen a pack of 20 Stags- all running at supersonic speeds.
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Error while compiling: BotSpawn.cs(1338,68): error CS1061: Type `NPCPlayerApex' does not contain a definition for `GuardPosition' and no extension method `GuardPosition' of type `NPCPlayerApex' could be found. Are you missing an assembly reference?
ahh ok i see the post above now. I DL it and loaded it into server......no errors.....TY -
Anyone else having an issue with the bots standing still when they become aggressive and lagging around?