I see "aggression range" was removed from the bots. Does this mean they now follow the default scientist aggression rules? And is there a way to override it?
BotSpawn
Moved
Total Downloads: 11,762 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018
- 5/5, 81 likes
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@Krazy J
oh god, thanks, pve was set in my server settings. sorry and thanks -
hi . It seems that the "plugin" react oddly following the "kit" that applies to a bot. For example, one of my "kits" has the reaction, to be able to appear only one "bot" (Even if I write "bot = 10" for example) but also to refuse to disable the radio. Otherwise it works perfectly if I apply other "kits" of my composition.
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It's something I want to add back in, though, when I find a better way. -
Try with the kit called "Veteran"
Attached Files:
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Take the ammo out of the kit belt.
I don't have a good way of checking kit items before giving the kit, right now, but I'm working on better checks for this. -
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Yeah, it seems like some things are being handled differently for murderers and scientists now.
Have to find a solution that works well for both. -
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Did you let the plugin generate a fresh config, or manually add the entries yourself?
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You. ? ^^
edit - config+data -
I erased everything and reloaded your last updated file (BotSpawn.cs). I edited the new configuration file (oxide-> config). I changed the value of "Peace_Keeper" to "false" and reloaded the file "BotSpawn.cs".
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Ok.
You've definitely changed it for the correct profile?
Peace_Keeper has a value per profile now, rather than being global.
Sorry, don't mean to doubt you but it was kind of the backbone of this update - I tested it thoroughly. -
There appears to be an issue where the radio is not disabled and is labeled "scientist" even if it has a custom name, if you have a crossbow/bow as your NPC's weapon. Fresh install with all data/config files wiped. No peace_keeper enabled. I double checked by switching said NPC to an eoka and it worked fine including custom name and no radio as it should be. Tried with loaded and unloaded weapons no ammo in kits/belt and it persists. It appears to be the case for monument NPC's and Custom placed NPC's.
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Yes, bow weapons aren't supported.
Ordinarily I'd just make it impossible to give them bow weapons but doing so has caused me some problems.
It's something I'll be working on but, for now, best to just use bullet-weapons.
Edit: Damn, there's a mistake in the update relating to this. -
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Oh my bad. Were they not supported prior to this most recent update? I have ran bow/crossbow NPC's for over a month.
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I've seen them use bow weapons but it always seemed to cause them to bug out and cease-fire after a while.
Also, results will probably differ between Murderers and Scientists.