BotSpawn

Moved

Total Downloads: 11,685 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018

5/5, 81 likes
  1. No more Zombies on the map after Rust update and wipe. I updated the plugin also.
     
  2. For some reason my bots are now attacking from a LONG way away. i mean really long distances,regardless of what I have the "long attack distance" set to. Any idea what is going on?
     
  3. I am getting it too and it is ONLY when killing bots from this plugin at close range
     
    Last edited by a moderator: Jun 9, 2018
  4. Plugin works now. How do I turn off the Zombie names? I don't want them . I just want them to be named Zombie.
     
  5. I think you will find that it will be a few days before everything is sorted out, Mine is running ok until i have to shoot more than one bot at close range, but the bots are all over the place, i just shot two outside the power plant and one was from the Launchsite and the other from the Watertreatment which are across the map (?) my guess (which is a real guess) is that something is stuffed up with the navmesh , but time will tell
     
  6. Is the following message related to this plugin?

    Failed to create agent because it is not close enough to the NavMesh
     
  7. Very likely, particularly with biomes enabled. It's not harmful.
    [DOUBLEPOST=1528546270][/DOUBLEPOST]
    Just type BotName: ["Zombie"] in config/data?
    [DOUBLEPOST=1528546332][/DOUBLEPOST]
    Yeah, I imagine a lot of behaviour has changed and a bunch of things will need fixed over the coming days.
    Thanks for the report.
    [DOUBLEPOST=1528546429][/DOUBLEPOST]
    If there's a relationship between the kick and keycards, then I should be able to push a fix today.
    I figured I was probably going to have to add a 'Remove_Keycards' option.
    Thanks!
    [DOUBLEPOST=1528546524][/DOUBLEPOST]
    There's not really much point, toxic.
    Issues you're seeing are as a result of changes in the new Rust release, and will be fixed in time.
    No reason to think an older version wont suffer the same issues.
     
    Last edited by a moderator: Jun 9, 2018
  8. ZLO

    ZLO

    Plugin NPCFix still needed?

    When I unload it, the console starts to spam a bug: NullReferenceException :(
     
  9. Are you on 1.6.8?
     
  10. ZLO

    ZLO

    Yes.

    An error occurs, I understand, when the player shoots at the scientist and starts constantly writing to the console, until you reboot the server.
     
  11. Will leave our scientists on hardcore mode for now, murderer mode with ranged weapons sucks.
     
  12. Ok, thanks for the report.
    I'm not getting that, myself, but there's definitely plenty of things that'll need fixed!
    I'd pop the scientists on the bench, for now. ;)
     
  13. Ignore_Animals is not working. My zombies are trying to chop up chickens, but they can't seem to hit them for some reason, so they end up chasing them forever.
     
  14. Were lasers/flashlights turned off at some point in the past?
     
  15. Erm, Muffin? Pretty much everything doesn't work mate.
     
  16. Oh c'mon they are working. Just a couple things are messed up ;)
     
  17. lol.
    As far as I know anything targeting related/triggered should not be working for Scientists, but should for Murderers.
    That's accuracy, peacekeeper, smart weapon selection, automatic lights at night, honouring vanish, ignoring animals, and decisions about attacking other bots.

    They'll still pick a weapon and fire but, all the other stuff won't have effect.
     
  18. So other than the player model and clothing, is there anything different about the murderers? I guess they always use a hatchet or some such.
     
  19. Their AI is totally different, and much simpler.
    They pretty much just roam, run at you, and kill.
    Scientists are tactical and will take cover and respond to a whole range of sensory input.
     
  20. Thanks, I see that now. Glad to see that they maintain the kit clothing I provided. So mainly just different behavior (AI), as you said.