BotSpawn

Moved

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

5/5, 81 likes
  1. Yes, as I already wrote to you. With version 1.4.7, the "peacekeeper" normally works again
     
  2. I'm talking about the present version.
    I'm having no issue with it.
    [DOUBLEPOST=1520087977][/DOUBLEPOST]Makes me think either
    • config+data didn't get wiped
    • oxide isn't up to date
    • someone's using Vanish
    • there's a skin causing problems.
    Please check all these if you're having issues.
     
  3. Monument (config folder) spawn bots get their belts and clothing wiped on both true and false. Custom location (data folder) works as intended.
     
  4. Could you attach your config and data (as files) please, and confirm your plugin version?
     
  5. Just updated to 1.4.9 and wiped data and config. I will wipe the config again and try another clean bot setup. Maybe I messed up something by copy-pasting settings after the update. I know some stuff got moved in the last patch. Will see then.
    [DOUBLEPOST=1520100644][/DOUBLEPOST]
    It does the same with AllowRustLoot. I also can't disable it no matter if true or false. But data file works fine it seems.
    In the config file I so far edited the Airdrop an Airfield.
     

    Attached Files:

  6. Steenamaroo updated BotSpawn with a new update entry:

    1.5.0

     
  7. Since latest Facepunch update....server console is being spammed by.....

    NullReferenceException: Object reference not set to an instance of an object
    Horse.WantsToEat (.BaseEntity best) BaseNpc.SelectClosestFood () BaseNpc.SelectFood () BaseNpc.TickFoodAwareness () BaseNpc.TickSenses () BaseNpc.Apex.LoadBalancing.ILoadBalanced.ExecuteUpdate (Single deltaTime, Single nextInterval) Apex.LoadBalancing.LoadBalancedQueue.Update () Apex.LoadBalancing.LoadBalancerComponent.Update ()


    Every time I install BotSpawn.....It only happens after installing BotSpawn.
     
  8. That's a new one on me...
    What oxide version are you running?
    I haven't moved to 2.0.3851 yet.
     
  9. Yeah, I'm running 3851.......but the strange thing is, is this has been happening no matter what version
    of Oxide Build and/or plugin version.

    Guess I will keep testing......Thanks
     
  10. Would it be possible to add a percentage config option? we'd make the switch then :) So then if we had 25 at a spot we'd say x percent kit x, y percent kit y etc.
     
  11. To be honest, I don't know if it'd be worth the confusion it would cause.
    You can achieve this now by having two or more profiles at one location with different numbers of bots and different kits.
    You could have 10 guys dressed as X and 5 guys dressed as Y, but more than that you'd then have full control over all the other parameters like health, accuracy, loot setup etc between the two groups.

    You could also achieve it by listing ["kit1", "kit1", "kit1", "kit2"].

    That gives kit1 a 3/4 chance of being called.
     
  12. ah so we can make multiple profiles for the same monument, that could work, will try it out, thanks
     
  13. Using the chat commands in the overview ^^.
     
  14. Feature request:

    Allow additional profiles for a monument in the config so you get the benefits of the custom system but dont have to manually move the group to the new location of the monument each wipe

    Alternatively, add something in the custom data area to allocate to add which monument they go in instead of using x y z

    LustyMap custom marker integration so that monuments that have bots get a marker of choice
     
    Last edited by a moderator: Mar 3, 2018
  15. The way it works, behind the scenes, doesn't really allow for that - The plugin scans for monuments on the map and reads the config data for any that exist.
    That's why when new monuments are added to game, I have to update the plugin to 'tell' it.

    I can see a rewrite happening before too long - There's a bunch of stuff being done backwards.
    Maybe a GUI with map location picker (if that's possible) or, at least, GUI with a list of available monument locations and you click one....Thinking out loud.

    That said, compared to the endless set up I used to do for arena events, things aren't that bad. ;)

    Lusty Map markers could happen. Good call. Thanks. :)
     
  16. Sounds good, yeh we're testing now and they're pretty good, how far off is the aggression range fix? Bit too easy to pick em off from afar. Presumably then if there's GUI at the front end then we can just prefill in the data file after doing the first one to get syntax (we're used to data file editing).

    We'll stick with humannpc + our automation plugin for now but looking forward to getting this going once its comparable to our current set up, there's some nice things in there.

    Oh, possible to up their speed? Thinking of our melee guys.
     
  17. Haven't really thought about it too much but I guess the name would come from the command that starts the whole process
    /botspawn add myNewArea
    then the GUI would let you pick location and set all the true/false variables.

    Anything that requires typing would have to be done manually, I think.

    Haven't looked at speed but it's on the ever increasing to-do list. ;)
     
  18. Speed increase for reaction time? I do know some moderators on my server were asking about firing speed.
     
  19. I find that even if i am using a bolt action rifle with scope and hv ammo to hit them from over 350m they can still hit me with return fire even if they are using the assault rifles i have equipped them with and presumably standard ammo, so their accuracy and fire rate is no problem ,