BotSpawn

Moved

Total Downloads: 11,694 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018

5/5, 81 likes
  1. I hope someone saw my 2 questions despite Mado's "spams" ^^. I still remember that not only this plugin is free but also that we can download the old version if the last does not suit us. So relativis.
     
    Last edited by a moderator: Mar 5, 2018
  2. Hi Agonos,
    AggressionRange was removed because it was only working for Murderers and I'm not sure, but I think it might have been doing something odd to Scientists.

    I am planning to add it back in, but it would need to work well for both.
    There were a few hiccups and bugs so I thought I'd best to just take that out of the equation for now.

    @MaBo, I generally don't release updates for a while, then try to drop one with changes worth making.
    Usually there is a small run of patches and fixes afterwards because a: I'm learning, b: I don't have a lot of test time and c: there's a million and one things to check.

    If it's causing a problem, and I can understand that, wouldn't it be better to just read the thread and update when it looks like the kinks are ironed out?

    Some people are up for testing and don't mind issues; That's cool. Other people need stability - I get that, but if you're the latter guy, don't rush headlong into updates. :)
     
  3. Hi @Steenamaroo . Alright I understand. But what about mistakes with the "murder"? Do you have any idea where the problem may come from?
     

    Attached Files:

  4. No, sorry...I don't know what that is.
    I'm guessing last Rust update broke a few things?
     
  5. for information, I just tested and it seems that "aggression range" works with version 1.4.7
     
  6. With both murderer and scientist?
    If that's true, it's changed since yesterday. I'll get on it.

    Just checked - That version actually sets vision range (despite the config name), and I'm pretty sure it caused problems with bots not pursuing or not engaging when they're shot from distance.
     
    Last edited by a moderator: Mar 5, 2018
  7. In fact, I said a stupidity. It seems that all the bots except the "murders", either stay on the spot or flee when we shoot them from a distance. Whereas before, all the bots took account of "agression_range" and came on us. Or the solution is to put "murderer" on "on" but to add a "kit" of our composition. But in this case, the bots will have bright eyes like the "murders"
     
    Last edited by a moderator: Mar 6, 2018
  8. Yeah, the way things are going I'd rather be sure something works across the board.
    If it's sketchy or giving mixed results, safer to leave it out for the time being.
     
  9. No problem. It does not prevent me for the moment to continue with the old version since the bright eyes are not embarrassing for me. Thx
     
  10. I hope, they fix it soon!! thank you Steenamroo, good Job and greets from Austria!
     
  11. Thanks, @RainerD - I hope so too. :)

    I think the current version of BotSpawn is OK but it's kinda hard to tell right now. :p
     
  12. On the concept with the 'kits', is this so we can offer the killers some preset options with regards to the bots loot?
    What happens if we place an AK on the belt of a 'murderer', do they spawn with the AK or just carry it in inventory?
     
  13. Anything in the belt will be used, and anything in the clothing bar will be worn.
    There are options to wipe these two areas on death so that bots can be heavily armed/armoured without being a great loot source.

    Anything inside main inventory can be considered loot.
     
  14. I am not too sure about them having "bright eyes" as i usually shoot them "before i can see the whites (or no) of their eyes" . all my bots have kits (different clothing with riot helmet for different areas) all have assault rifles ( no need to add ammo in inventory) , the range they have is the same as Bolt action rifle (so far) , They are all "murderers" and will shoot you from a fair distance away, they seem to patrol their assigned area , they get random loot from game so I dont add anymore as i also have "Fancydrop", "Betterloot" and "Dangerous Treasure" plugins running,
    Very happy with plugin at this time and just hope game updates dont stuff it up :)
     
  15. I'm fairly certain that they don't have the bright eyes if you give them any kit, so long as keep_default_loadout is false.

    Giving them a kit comes with a full inventory wipe prior and, I think, those eyes are an item in the inventory.
     
  16. Is there anyway of changing the invulnerability of the scientist...
     
  17. @Steenamaroo Hello :) My moderators just reported this , "getting errors when players hit a scientist with head shots: Kicked PRC error: InON project attack". I have the most current rust update from today, as well as the oxide update, and the this plugin newest version. Is anyone else getting this?
     
  18. Hello I hope someone can help me out. I have installed the plugin and changed the config. No bots spawn etc.
    Now the Webconsole tells me that:
    The referenced script on this Behaviour (Game Object 'junkpile_a') is missing!
    (Filename: Line: 1759)
    The referenced script on this Behaviour (Game Object '') is missing!
    (Filename: Line: 1759)
    The referenced script on this Behaviour (Game Object 'ScientistSpawner') is missing!
    (Filename: Line: 1759)

    Can someone help me?
     
  19. if you include your config,json file in an attached text file (not the whole file copied and pasted in the post) people will probably be able to help
    you
     
  20. My players and myself are also being kicked when killing a scientist with any weapon.

    RPC Projectile Error