This is inside botspawn.json in your oxide/config folder
p.s leave the animal ignore if you want a laugh and watch 3 murderers chase a bearCode:"NoBotsVBots": true,hilarious
BotSpawn
Moved
Total Downloads: 11,691 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018
- 5/5, 81 likes
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Thanks so much for adding the move command - it's one of those little things that makes things a bit easier - especially maintaining custom configurations over wipes / map changes.
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Here I have an idea. Bots kill me instantly. Is it possible to just knock players out like in PVP?
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just increase their damage to 10 that might do it
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what do you mean "knock people out" ?
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Rust spawned Scientists were passive to other NPCs, though.
Things change, but the NoBotsVBots option was introduced to prevent any NPCPlayer, regardless of where he came from, from targeting any other NPCPlayer.
It's the only option in BotSpawn that affects 'outside' bots, off the top of my head.
If you continue to see death reports that don't tie in with the above, either something has changed or you're seeing friendly fire.
The latter is pretty common in areas with many bots. -
I find that the murderers will chase and kill animals and can die when the animals fight back, Scientists will sometimes shoot animals as well and maybe kill other npc's in the process
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There is still a vanish conflitcitng error :/
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That's not an error. It's a notification telling you that you've asked two plugins to do two different things.
BotSpawn says - if peacekeeper is disabled or player has a weapon, target him.
Vanish says - if player is invisible, don't target him.
BotSpawn actually hides these notifications so, technically, your (non) issue is with Vanish. -
? also the names in death notes dont appear anymore i think i broke it trying to edit some files :3
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Either disable vanish when you're around bots, or enable peacekeeper and holster your weapon.
Maybe it's customary for me to check if the player is Vanished? I don't know.
Death Notes questions are better in Death Notes support thread. -
I removed NPCfix as it was no longer needed as per advice from earlier post.
Been running a few days and then this appeared, not even someone killing an NPC
Code:Failed to call hook 'IOnNpcTarget' on plugin 'RustCore v2.0.3887' (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.CallHook (System.String hook, System.Object obj1, System.Object obj2) [0x00000] in <filename unknown>:0 at Oxide.Game.Rust.RustCore.IOnNpcTarget (.BaseNpc 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
Build Date: 04/12/2018 16:17:58
Unity Version: 2017.1.3f1
Changeset: 26442
Branch: release
Oxide.Rust Version: 2.0.3887 -
I go something similar involving IOnNpcTarget with NPCFix still on. Probably unrelated to NPCFix.
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ok i am getting this as well | Calling hook OnNpcPlayerTarget resulted in a conflict between the following plugins: BotSpawn - 0 (Single), Vanish (True (Boolean)) i went to report this on vanish plugin some one already has this is what wulf stated regarding botspawn
WulfuMod Team
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Technically in this case, the return it is giving is the same thing. There is a “rule” already that if they return the same thing it would not result in a warning, but the BotSpawns plugin is using a non-standard way to return that was changed a month or so back. So in this case, the BotSpawn plugin should change to use the standard of returning true for object hooks when it wants to cancel, true/false for bool hooks, or null for something if it doesn't want to cancel or change a hook. I thought i would share this with you. Thanks for all the hard work you put into the plugin.Last edited by a moderator: Apr 18, 2018 -
For some reason i cant get botspawn to work, i have the config set up and ive even used a guide on how to set stuff up and the mod just unloads as soon as i start my server, I do have all kits set up if your wondering.
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It unloads, or it fails to load?
Could you paste any error you're getting?