BotSpawn

Moved

Total Downloads: 11,691 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018

5/5, 81 likes
  1. I'm seeing no issues. I'd recommend reinstalling Oxide and, if that fails, reinstalling Rust Server then Oxide.
     
  2. Did you update your server already? I'm referring to the server wide update an hour ago
     
  3. Yeah, just got through a few minutes ago and all plugins loaded.
     
  4. After first updating and restarting the server literally none of my mods loaded either, but after stopping and restarting once more it seems like everything is loading normally.
     
  5. Code:
    (16:51:55) | Failed to call hook 'IOnNpcPlayerTarget' on plugin 'RustCore v2.0.3881' (NullReferenceException: Object reference not set to an instance of an object)
      at (wrapper stelemref) object:stelemref (object,intptr,object)
      at Oxide.Core.Plugins.PluginManager.CallHook (System.String hook, System.Object[] args) [0x00000] in <filename unknown>:0
      at Oxide.Core.OxideMod.CallHook (System.String hookname, System.Object[] args) [0x00000] in <filename unknown>:0
      at Oxide.Core.Interface.CallHook (System.String hook, System.Object[] args) [0x00000] in <filename unknown>:0
      at Oxide.Core.Interface.Call (System.String hook, System.Object[] args) [0x00000] in <filename unknown>:0
      at Oxide.Game.Rust.RustCore.IOnNpcPlayerTarget (.NPCPlayerApex npc, .BaseEntity target) [0x00000] in <filename unknown>:0
      at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
      at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0

    Any idea's?
     
  6. Did you do anything before that happened?
     
  7. someone killed a Scientist,

    It could also be that someone killed a Bot before the NPCFix got loaded. It hasn't happened again
     
    Last edited by a moderator: Apr 12, 2018
  8. Yeah, I have had some messy errors before that doesn't happen again when I reload.
     
  9. We don't seem to have any issues at all with scientists anymore! :)
     
  10. so does that mean NPCFix is no longer needed ?
     
  11. So... what about that NPCfix?
     
  12. Mine seem to be back to normal now , and the scientists are attacking anyone who wanders near loot piles,
    Found that on this map A = Sulfur Quarry ,B = HQ, C= Stone this time they are all in warm climates, , (dont know whether this is a constant or no ?) So had to change their kit to match, I set the distance ( to player) in the bat file to "320" and they seem to respond better ,
     
    Last edited by a moderator: Apr 13, 2018
  13. Without NPCFix?
     
  14. with just the game update, i added the line in my startup batch file,
    +ai_to_player_distance_wakeup_range "320"
    and it seems to work ok

    and got all these set to false
    nav_grid
    nav_disable
    ai_dormant

    i dont know what you mean by NPCFIX
     
    Last edited by a moderator: Apr 13, 2018
  15. KrisBendix is referring to plugin below.
     

    Attached Files:

  16. I created 280 bots---both Scientists and Murderers---, but only the 90 Scientist bots have spawned. Are the Murderer zombies not compatible alongside the Scientist AI?
     
  17. As that was a temporary fix *before game update, i didnt bother with it , especially as my bots were already murderers and that was for the people who didnt read the "overview" and insisted on having Scientists in spite of warnings to do otherwise.
    Even now I dont spawn Scientists as the game is doing enough of that already.
     
  18. each to their own Pookins. I run both and that is the way I like it. The NPCfix allowed me to do that as the NRE and kicked generated from killing a scientist was a problem.

    Even though I read the "overview" and never insisted on an NPCFix, a fix was produced and I have been running that ever since. don't tar everyone with the same brush Pookins.
     
  19. Is there a way to stop the scientists from killing the murderers? I'm constantly seeing death notes of that happening. Or perhaps a way to not display NPCs killing other NPCs?
     
  20. There should be somewhere a setting NoBotsVsBots or something.