BotSpawn
Moved
Total Downloads: 11,762 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018
- 5/5, 81 likes
-
Just want to alert you.
I'll be working on Hunt to see if I cannot solve this on my end, but I wanted to let you know.Code:Calling hook OnEntityTakeDamage resulted in a conflict between the following plugins: HuntRPG - HitInfo (HitInfo), BotSpawn (True (Boolean))
-
@pookins - Thanks man!
@Yornak - If you would like to convert it back to normal just delete it and reload BotSpawn (oxide.reload BotSpawn) it will then generate a new file. To make custom locations with zone manager I am unsure however I can assist you with doing it normally. Just reach out to me if you need assistance. -
Screenshot Anyone have any thoughts on this?
-
When you adjusted the files did you configure the one located in oxide/config or oxide/data ? From what it appears is that you may have made edits to the oxide/plugins/BotSpawn.json file. Which you need to ensure you only configure the other two locations instead unless you know how to code using JavaScript.
I would recommend downloading a fresh version and starting over. Then once it loads locate the correct files in the two locations I mentioned above. -
Thanks





-
So im having a bit of a weirder issue, I have two types of bots on my server. One bot is roadsign gear and python (weak bot) and the other bot is AK and metal gear (strong bot). However it seems like the weak bot has gone passive for some reason, they have there gun out when there patrolling, but as soon as you get close to them they put it away and start to run away from you and hide. However there settings is completely the same in the config file as the strong bot. The only difference in the two bots is there kit. Any help would be greatly appreciated. Thanks.
-
are they both set as "murderers" ?
-
No neither are set as murderers
-
When you created your kits, did you have in the main action anything other than a weapon? If you have other items than a weapon in your action tool bar when creating the kit your bots will change to those items instead. Thus causing your bot not willing to attack. If you want other items such as gears and what not to be found on their bodies place those items in your inventory instead.
-
I filled the entire hotbar with revolvers, ive also tried having just a single revolver and nothing else. both have the same result, turn and run.
-
To create a kit. It is necessary to create an automatic kit, a special kit. Help me thank you
-
If you need assistance in creating an auto kit I would recommend you to use the Kits support page. There you should be able to get further help creating Auto Kits. However if your just trying to make a Kit for the Bots in BotSpawn then ensure you specify that here.
-
you have to use the "kits" plugin to create kits (it not an auto kit) , just put on the clothing you want the bot to wear and put the weapons in the hotbar , you dont need to place any ammo for guns, (i dont know about bows) and any loot you want in the inventory, when you are creating the kit you use the "items" choice (in kits plugin) to equip your bot with whatever you have chosen *it will equip them with what you have on+inventory ,if you are making a lot of them use "skins" plugin to change the clothing to suit the bot and use description to "name" the kit,
Dont forget they will not act as they are supposed to do unless you make them "murderers" , they wont look like the "normal" machete wielding murderers but will look like NPC"S dressed in the gear you have equipped them with , they will also have random loot on them which is spawned by the game (this might replace your chosen loot) ,Attached Files:
-
-
Murderers work in a way that they need to be within melee distance of you to start attacking.
Rendering a gun next to useless, correct me if I’m wrong. -
Query:
how can i spawn NPC under the surface, more precisely in mines?
When I use the '/ botspawn add customname' command in underground mines, npc is then spawn on the surface.
help
Attached Files:
-
-
You can't. It spawns them by "pointing down to ground from sky" and where it hits ground 1st there NPC spawns. I guess it is Facepunch thing, not plugins. Best thing I managed to do is spawn them on roofs.
[DOUBLEPOST=1519247970][/DOUBLEPOST]I still would prefer if NPCs run for cover when they get sniped and are out of range to engage. Too easy to snipe them. Don't know if the plugin can do that tho.
Also, a suicide bomber NPC variation would be nice.
Basically give the Murderer variant an explosive that he
detonates close to a player. The supply drop NPCs kill themselves that way. -
When I put in Botspawn in plugin folder, I get lots of red text in CMD. Anyone care to give me a tutorial how to make it work? Does it spawn automatic or do I need to set spawn location?
Attached Files:
Last edited by a moderator: Feb 21, 2018 -
-
You should just have the ability to drag and drop the plugin when you download it to your plugins folder. You will however have to configure the mod once it loads. It will generate a config file in the oxide/config folder. Here you can manage it the way you would like. There is also a secondary document you can configure but that is for custom spawns. You will first have to create a custom spawn by going in game with the plugin running and type /botspawn add DESIREDNAME now in your oxide/data folder you will have a botspawn.json where you can configure similar to what the previous file was.
I hope this helps! -
@XDefaultX
You are wrong, you only have to read earlier posts regarding their ability to shoot players at extreme ranges, if i shoot a "bot" which is converted to a "murderer" armed with an assault rifle it will shoot back at me with great accuracy even though i am using a bolt action rifle with a scope,
They will also shoot at you if they are close to another bot/murderer that you have killed,
* as a point of interest you cannot spawn them inside mines , this has been explained in previous posts so many times before




