BotSpawn

Moved

Total Downloads: 11,688 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018

5/5, 81 likes
  1. As soon as server started a bunch of errors showed up about kits. I ignored it because I only use it for lasers/flashlights and let them roll with default loadout which works fine.
     
  2. Damn man, you're killing me. What was the specific error message?
    [DOUBLEPOST=1525449613][/DOUBLEPOST]Yeah, things have definitely changed.
    If I override the Scientist roam-ready status to force them to roam, they sprint back and forth from spawn to roam range limit.

    I'd run with murderers until I can get this sorted. (if...)
     
  3. I use murderers, they do approach people, but they don't shoot is all, until they are close enough to smell your breath
    I shoulda specified that to begin sorry
     
  4. Dont use murderers with guns in general. Just like how scientists suck with comin at you with melee.
     
  5. Quick question, the Compound update allows the ai to follow strict pathing, does botspawn pick up on that code and just need commands to edit pathing or is it much more than that. not trying to rush or bug, just interested in the work you put into this mod.
     
  6. I did delete all custom locations prior to reinstalling this but each time I reload I get:

    Failed to spawn assets/prefabs/npc/murderer/murderer.prefab on a valid navmesh.
    Failed to spawn assets/prefabs/npc/murderer/murderer.prefab on a valid navmesh.
    Failed to spawn assets/prefabs/npc/murderer/murderer.prefab on a valid navmesh.
    Failed to spawn assets/prefabs/npc/murderer/murderer.prefab on a valid navmesh.
    Failed to spawn assets/prefabs/npc/scientist/scientist.prefab on a valid navmesh.
    Failed to spawn assets/prefabs/npc/murderer/murderer.prefab on a valid navmesh.

    But when I go to the areas the bots are there and the murderers rush and the scientists shoot. So what I'm saying is even though it's showing the above...everything seems to be working fine.
     
  7. Well.. it's fine 1.5.6 and before though :)
    I would continue with it forever, I just hope no fking rust update breaks it. Finish the game already devs i am tired of this xD
     
  8. Well, I am having a different thing happening, Since the game update I am having some (Murderer) bots "hunt me down" when close to their area and will shoot you, But sometimes they will rush up to you and then start firing while (seemingly) hitting you with the gun ? , all are equipped with AK's so no difference in kits except colour,
    I have seen no roadside trashpile Scientists since game update ? correction now seen 3 !

    Just wondering if placing bots in new areas that are supposed to be "safe" zones will stuff anything up ?
     
    Last edited by a moderator: May 5, 2018
  9. Could you guys check the map you are using and see if the "compounds" are actually separated by any distance ?
    on mine it seems they are one unit like the water treatment , The compounds are supposed to be "pve" ? , I am removing bots from mine to see if it makes any difference to behavour

    Scientist numbers are back to normal now after several server restarts

    EDIT
    *A consequence of using bots in compound(s) is that it turns the compound into a death trap, the compound is inactive till you carry a weapon into it or loot any container then the many turrets will open fire with devastating effect , so if you attack a bot its goodbye :)
     
    Last edited by a moderator: May 6, 2018
  10. doesn't seem fatal but I'm getting this error when a compound entity kills a murder:

    Code:
    (17:20:01) | zombie[1481849/9923651] was killed by sentry.scientist.static (entity)
    (17:20:01) | Failed to run a 1.00 timer in 'BotSpawn v1.5.8' (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+<SelectWeapon>c__AnonStorey6.<>m__0 () [0x00000] in <filename unknown>:0
      at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0
     
  11. Thank you. I'll sort it out in the next update. :)
     
  12. I should probably clarify that it's not every time. In fact, it only happened once for the half-dozen that we're killed on-boot:
    Code:
    (17:19:33) | BradleyAPC Spawned at :(630.5, 30.5, 687.5)
    (17:19:36) | zombie[1478936/5497018] was killed by sentry.scientist.static (entity)
    (17:19:49) | zombie[1479223/8276752] was killed by sentry.scientist.static (entity)
    (17:19:56) | zombie[1481374/7726560] was killed by sentry.scientist.static (entity)
    (17:19:56) | zombie[1480977/9128753] was killed by sentry.scientist.static (entity)
    (17:19:59) | zombie[1481789/9255330] was killed by sentry.scientist.static (entity)
    (17:20:01) | zombie[1481849/9923651] was killed by sentry.scientist.static (entity)
    (17:20:01) | Failed to run a 1.00 timer in 'BotSpawn v1.5.8' (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+<SelectWeapon>c__AnonStorey6.<>m__0 () [0x00000] in <filename unknown>:0
      at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0
    (17:20:06) | zombie[1481350/7647709] was killed by sentry.scientist.static (entity)
    (17:20:30) | [ServerRewards] All UI elements have been successfully generated!
     
  13. Small issue with BotSpawn bots. They run or walk away when your holding a melee weapon. Charge or shoot when your holding a gun. This is true with both murderers and scientists. In game scientists are not affected.
    Short video:
     
  14. Good to know peacekeer mode is working perfectly. :p @GameGeezer56
     
  15. HaHa...guess I should read the descriptions better. Thanks.
     
  16. I'll be fair - There's a lot in there. :p
    Thanks for being clear and doing a video! ;)
     
  17. @VinylFresh - Is this still a live issue?
     
  18. Ours get a lot of regular exercise

     
  19. No i have never seen it repeated since then you will be glad to hear :)
     
  20. Seems like FP are tinkering.
    That standing still issue recently; When I tried to over ride it the sprinted around just like in your video.
    I'm inclined to do nothing for a bit, just to see what changes next. :p
    [DOUBLEPOST=1525726497][/DOUBLEPOST]
    Oh, good stuff. Thanks mate.
    Can't take the credit but....fixed is fixed. :p

    Just prepping a small update and wanted to make sure first.