BotSpawn

Moved

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

5/5, 81 likes
  1. Steenamaroo updated BotSpawn with a new update entry:

    1.5.9

     
  2. Steenamaroo updated BotSpawn with a new update entry:

    1.6.0

     
  3. First of all, thanks for this plugin!
    Please, could you add spawn for "codelockedhackablecrate"? As for the "supply_drop".
    I added a new line
    Code:
    if (! (entity.name.Contains ("codelockedhackablecrate"))))
    and it worked, checked with the commands
    Code:
    spawn supply_drop
    and
    Code:
    spawn codelockedhackablecrate
    in the console - it spawned bots in both cases according to the 'AirDrop' settings, but I have no idea how to associate this with the config (I'm not a programmer). Thank you:)
     
  4. try this, >> BotSpawn << here is a awesome example
     
  5. Lovin' the new auto config updates ;) Nice work!
     
  6. Makes life a little easier, huh? :)
     
  7. I made the update and the BOTS still do not move. Is this normal?
     
  8. still? They should move, regardless of version.

    Try without a kit, to troubleshoot, and also make sure they are on normal terrain. I.E. Not a boat/building etc.
     
  9. Yes sir! Probably for both sides. When configs become a mess and weird mistakes happen you have to hear about it :p~
     
    Last edited by a moderator: May 9, 2018
  10. I have my bots set to 100 health, but players are telling me the math doesn't add up based on shot damage. Is there a chance this number is off somehow?
     
  11. I think it's actually 150 for scientists and 100 for murderer (or vice versa).
    The 100 that you type in is effectively percent-of-default which, until recently was 100 for all.

    I'll make it accurate in the next version.
     
  12. I am trying to spawn bots inside a building to make an obstacle course, but they keep beam popping outside, even with no roof. is there a way to avoid that? Could it be my config?

    Code:
    "oa1": {
          "Activate": false,
          "Murderer": false,
          "Bots": 1,
          "BotHealth": 100,
          "Radius": 0,
          "Kit": ["bots1"],
          "BotName": "Fred",
          "Bot_Accuracy": 4,
          "Bot_Damage": 0.4,
          "Respawn_Timer": 60,
          "Disable_Radio": false,
          "LocationX": 717.401855,
          "LocationY": 0.991612136,
          "LocationZ": -1282.54944,
          "Roam_Range": 10,
          "Peace_Keeper": false,
          "Weapon_Drop": false,
          "Keep_Default_Loadout": true,
          "Wipe_Belt": true,
          "Wipe_Clothing": true,
          "Allow_Rust_Loot": true,
          "Suicide_Timer": 300
        }
     
  13. Nah, that's just how it is; Sorry.
    Rust forces the bots to suitable terrain, for navigation etc, or destroys them.
     
  14. No worries, outdoor obstacle course it is.
     
  15. HI again , My map is showing ONE compound which is called "outpost" , Is this the same on all maps ? if it is we have two too many compounds in config ?
     
  16. The map seed I was on, at the time, had two compounds.
    I put three in the config for good measure.

    No idea how many it's possible to have.
     
  17. Have to adjust numbers when get new map to avoid overcrowding, cant shoot them anyway unless suicide is on the menu,
     
  18. You lost me. What's the problem?
     
  19. As i noted before you cannot have any weapon in your hands when you go into compound or hit any loot container or you will be obliterated by auto turrets , in fact if you are a fair distance away and shoot anything they will attack you,
     
  20. Oh, I see.
    Yeah, if it doesn't make sense for you just turn bots off in that area. ;)

    Others might be disabling the turrets and/or using the area for other purposes.