I think this might be another thing that's no longer working, or only working for one kind of bot.
I set weapon effective range to 800 for bolt, 200 for guns, and 2 for melee.
That used to mean that a bot with a rock ran up to you before attacking, and a guy with an AK wouldn't fire if you were over 200m away but that doesn't seem to be the case any more.
It's another thing I should revisit and find out what current default behaviour is.
BotSpawn
Moved
Total Downloads: 11,762 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018
- 5/5, 81 likes
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@Steenamaroo is it maybe possible to add back "start bot firing range xx m"?
now that rust has changed alot, my pro active russian bots Kappa are loosing there powers
also the aggressor range does not work bots seem to ignore that
with the start firing option they were so cool S: -
when i added the update it spammed console with this https://i.imgur.com/poZSv0p.png then kicked everyone from the server for packet flooding. not 100% sure its the plugin, but any thoughts? Psycho is what the bots are named. I run 5 bots in each location if this helps.
&EDIT* i just wasnt waiting long enough, all good nowLast edited by a moderator: Mar 4, 2018 -
** IGNORE THIS POST - PROBLEM RESOLVED WITH A SERVER RESTART **
Have updated to latest version, and removed the data and cfg files before installing. Now receive this message each time a player kills a Bot.
Couldn't find prefab "assets/prefabs/npc/scientist/scientist_corpse.prefab"
Error creating corpse: assets/prefabs/npc/scientist/scientist.prefab (UnityEngine.GameObject) - assets/prefabs/npc/scientist/scientist_corpse.prefab
Righto, I think I've narrowed the start of this issue when I installed the file CorpseCleaner.cs (attached). I'm hoping this may help. Thank you in advance. I have since removed this file, but the messages persist.Last edited by a moderator: Mar 4, 2018 -
all my bots are armed with assault rifles , some dont fire until you fire at them (from a distance) but all fire at you when you get close to area they are *guarding. they will also move closer to you and follow you for a closer shot
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hey quick question before and i mean when scientist and this plugin were pretty new i used to have scientist on the top of dome sniping down but this doesnt seem possible because scientist only shoot me from like 10 meters away is there anyway to change this
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Is there a setting in this plugin or another plugin that can increase the minimum and/or maximum number of inventory slots (for looting from the dead bot).
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After reading several pages of this topic, I can't understand why I still have this error in my console.
Code:Failed to call hook 'OnNpcPlayerTarget' on plugin 'BotSpawn v1.5.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.BotSpawn.SelectWeapon (.NPCPlayerApex npcPlayer, .BasePlayer victim, Boolean hasAttacker) [0x00000] in <filename unknown>:0 at Oxide.Plugins.BotSpawn.OnNpcPlayerTarget (.NPCPlayerApex npcPlayer, .BaseEntity entity) [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
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Thanks @Sorrow
Do you any of your bot kits have anything other than bullet weapons in the belt? -
Tested out with the latest update.
Seems the bots first become aware of you around 55 meters, then start to fire at you around 50 meters.
They don´t return fire at longer distance or seem to react to getting shot at.
Also I noticed they got more health than listed, I manually listed some bots with 120 health, however they had 150 health. -
Thanks, Saxxoo - I'll look into those things.
The default starting health may have changed.
BotSpawn doesn't actually set their health but, rather, applies a damage multiplier that assumes default starting health is 100.
You know, I might just change the config option to 'take-damage multiplier' if I still can't find a way to directly set their health. -
@Steenamaroo yes i have Pick Axe, Knife and more ...
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I'm not at a server right now but if you have anything in there that isn't a bullet or melee weapon, it'll probably cause errors.
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Oh yes pickaxe and hatchet don't right ?
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Hey Sorrow, I just got to the bottom of this error.
Looks like the scientists want to put their weapons away periodically and ruin everything.
I've fixed it, although there's a few more things I'd like to do before releasing another update. -
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Awesome Work Dude!!
Thanks alot for all your work and this nice Plugin! -
Thanks man. There's a lot of stuff about it that's bugging me right now but yeah...holding it together.
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Hang on
I´m testing a lot and will give Feedback if i reconize something.
One question, ist possible to give the bots a chainsaw or non Bullet Weapons after the update?Last edited by a moderator: Mar 5, 2018 -
To be honest I always just said stick with bullet weapons because there are too many options to be specific, but some things do seem to work.
More and more things are becoming different between murderers and scientist so, for example, you'll find that a murderer with melee weapon only will rush you and use the weapon sensibly, whereas a scientist will stand there miles away swinging the weapon like an idiot.
I spent some time tonight trying to figure out why and got nowhere.
One of them will use a bow properly where the other will not, I think.
The same is true for the aggression_range setting that I used to have.
It worked well for murderers but I can't work out how to achieve the same for Scientists.
You may find that the chainsaw works just fine but, if it doesn't, it won't be something I can fix.
Things like grenades, meds, c4 etc will be selected and held by the bot but they won't work and will probably cause errors.
As it stands I can just prevent a bot from handling anything that isn't a weapon but, at present, the method of checking doesn't count melee as weapons so that's why there's no limit at present.
I am planning to change how their kits are assessed so if there's no suitable melee or bullet weapon, the bot will just be destroyed and you'll get a friendly console message, rather than an error.