There's no option right now but the next version will have user-adjustable long range targeting limit.
Not quite aggro-range, but at least they won't fire beyond that setting.
Thanks; I noticed this earlier and was thinking about writing some line-of-sight code, but I think there's been a lot of work on ai senses so I'll check out staging first.
If it's no better, I'll work on something.![]()
BotSpawn
Moved
Total Downloads: 11,686 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018
- 5/5, 81 likes
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Ha! So glad I don't maintain custom Vs of plugins anymore. Don't miss it!!
Thank you. -
I just threw the .cs in and it reloaded fine, 30 +mins later, I'm getting random timer errors: Is that a suicide timer ? (runSuicide)
Code:(20:51:37) | [Oxide] 22:51 [Error] Failed to run a 2402.00 timer in 'BotSpawn v1.6.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.BotSpawn+<runSuicide>c__AnonStorey2.<>m__0 () [0x00000] in <filename unknown>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0 (20:51:39) | [Oxide] 22:51 [Error] Failed to run a 2404.00 timer in 'BotSpawn v1.6.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.BotSpawn+<runSuicide>c__AnonStorey2.<>m__0 () [0x00000] in <filename unknown>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0 (20:51:41) | [Oxide] 22:51 [Error] Failed to run a 2406.00 timer in 'BotSpawn v1.6.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.BotSpawn+<runSuicide>c__AnonStorey2.<>m__0 () [0x00000] in <filename unknown>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0 (20:51:42) | [Oxide] 22:51 [Error] Failed to run a 2407.00 timer in 'BotSpawn v1.6.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.BotSpawn+<runSuicide>c__AnonStorey2.<>m__0 () [0x00000] in <filename unknown>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0
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I have set all my Bots as Murderer- false and they are working beautifully, just got caught in a three bot long range crossfire at military tunnel, They patrol, move around and react to attack or "invasion" of their space as they used to do,
They still wear the kits assigned and game loot, i dont equip with chutes so sorry cant help with that -
Error while compiling: BotSpawn.cs(1534,25): error CS1061: Type `NPCPlayerApex' does not contain a definition for `utilityAiComponent' and no extension method `utilityAiComponent' of type `NPCPlayerApex' could be found. Are you missing an assembly reference?
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Update oxide.^^
[DOUBLEPOST=1527853491][/DOUBLEPOST]
[DOUBLEPOST=1527854495][/DOUBLEPOST]Hey @VinylFresh : I'm looking into your problem.
Strangely, it's not happening on my server.
Taking the airfield, the bots land and most lose their chutes immediately.
Some (the ones who don't hit "terrain") jump around for a few steps until they do, and then they lose their chutes.
I've spawned 10 about 10 times now and none got stuck with chutes. One or two bots couldn't shake their chutes for maybe 10-15 seconds, though,
so I'll sort out better checks and update later. -
Console getting spammed with this and I updated oxide already
Code:[Oxide] 08:21 [Info] [BotSpawn] Building Static Object[Oxide] 08:22 [Info] [BotSpawn] Building Static Object[Oxide] 08:22 [Info] [BotSpawn] Building Static Object[Oxide] 08:22 [Info] [BotSpawn] Building Static Object[Oxide] 08:22 [Info] [BotSpawn] Building Static Object[Oxide] 08:22 [Info] [BotSpawn] Building Static Object[Oxide] 08:22 [Info] [BotSpawn] Building Static Object[Oxide] 08:22 [Info] [BotSpawn] Building Static Object[Oxide] 08:22 [Info] [BotSpawn] Building Static Object[Oxide] 08:22 [Info] [BotSpawn] Building Static Object[Oxide] 08:22 [Info] [BotSpawn] Building Static Object[Oxide] 08:22 [Info] [BotSpawn] Building Static Object[Oxide] 08:22 [Info] [BotSpawn] Building Static Object[Oxide] 08:22 [Info] [BotSpawn] Building Static Object[Oxide] 08:22 [Info] [BotSpawn] Building Static Object[Oxide] 08:22 [Info] [BotSpawn] Building Static Object[Oxide] 08:22 [Info] [BotSpawn] Building Static Object[Oxide] 08:22 [Info] [BotSpawn] Building Static Object[Oxide] 08:22 [Info] [BotSpawn] Building Static Object[Oxide] 08:22 [Info] [BotSpawn] Building Static Object[Oxide] 08:22 [Info] [BotSpawn] Building Static Object[Oxide] 08:22 [Info] [BotSpawn] Building Static Object[Oxide] 08:22 [Info] [BotSpawn] Building Static Object[Oxide] 08:22 [Info] [BotSpawn] Building Static Object[Oxide] 08:24 [Info] [BotSpawn] Building Static Object[Oxide] 08:24 [Info] [BotSpawn] Building Static Object[Oxide] 08:24 [Info] [BotSpawn] Building Static Object[Oxide] 08:24 [Info] [BotSpawn] Building Static Object[Oxide] 08:24 [Info] [BotSpawn] Building Static Object[Oxide] 08:24 [Info] [BotSpawn] Building Static Object
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Need to re-download the pluging @WesleyEng_com
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Last edited by a moderator: Jun 1, 2018
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Steenamaroo updated BotSpawn with a new update entry:
1.6.3
[DOUBLEPOST=1527863891][/DOUBLEPOST]
Update above improves ground checks in general, so it might help, but there's clearly something else going on.
@WesleyEng_com
Are you still having the stuck-chutes issue too?Last edited by a moderator: Jun 1, 2018 -
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Ok, @WesleyEng_com @VinylFresh @PlayerKnownAsRay
Would you chaps mind PMing me a list of your running plugins?
If any of you have a server where it's feasible to unload all plugins, then load BotSpawn+Kits only and test again, could you do that, please?
If you have high pop and don't want to dick around unloading stuff, don't worry about it.
If any of you have multiple servers, is this problem happening on all of them?
Thanks. -
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Thank you, Sir.
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Would have been nice to have a note saying that bot names at monuments would have to be redone. what is the prefix for ? it it in response to request to put "bot" in front of name ? (just curious)
Have no problems with bots (murderer = false) with kits prior to this update , as stated before, -
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Got fixed when i used own "kit" - not default
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Oooooh...I'll look into it now. thanks Ray!!
Update: Pretty sure I've got it. Would you fellas mind confirming?
@WesleyEng_com @VinylFresh @PlayerKnownAsRay
Sorry for all the tagging.Attached Files:
Last edited by a moderator: Jun 1, 2018 -