Seriously, does anyone know why the bots put their weapons away then dont pull them back out sometimes? I can't use this plugin until I know a way to prevent this...
BotSpawn
Moved
Total Downloads: 11,685 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018
- 5/5, 81 likes
-
Yes. Because anything targeting related is broken for scientists right now, including smart weapon switching.
I've said that a few times ^^.
On a brighter note, I worked on a fix for it earlier.
It's a change to Oxide, though, not BotSpawn, so hold tight.Last edited by a moderator: Jun 10, 2018 -
-
Hi,
I guess you have NPCs_Attack_BotSpawn set to false in config?
Set that to true and there should be no conflict. -
Yes NPCs_attack_BotSpawn false
-
Players are getting the following message when killing murderers on the server, though, not every time. Seems intermittant.
Disconnected: NullReferenceException: Object reference not set to an instance of an object -
Thanks, Disconnect.
-
When I activate the fall I have this message that appears and no bot spawn.
How to solve this problem thank you.
(06:15:47) | Failed to spawn assets/prefabs/npc/murderer/murderer.prefab on a valid navmesh.
(06:15:47) | Failed to spawn assets/prefabs/npc/murderer/murderer.prefab on a valid navmesh.Last edited by a moderator: Jun 12, 2018 -
-
I would love to keep it cool
-
When I activate the fall I have this message that appears and no bot spawn.
How to solve this problem thank you.
I get this message too but the bots are still there, but scattered all over the map, did you type "botcount" in your console after maybe a five minute wait from reloading botspawn ?
(13:45:17) | Failed to spawn assets/prefabs/npc/murderer/murderer.prefab on a valid navmesh.
(13:45:19) | Failed to spawn assets/prefabs/npc/murderer/murderer.prefab on a valid navmesh.
(13:45:20) | Failed to spawn assets/prefabs/npc/murderer/murderer.prefab on a valid navmesh.
(13:45:20) | Failed to spawn assets/prefabs/npc/murderer/murderer.prefab on a valid navmesh.
(13:45:20) | [BotSpawn] There are 120 spawned bots alive.Last edited by a moderator: Jun 12, 2018 -
4 in 120 sounds about right for parachute bots. They go off course from the spot as if there's wind, so the odd one not finding navmesh isn't odd.
36 suggests a spawn location that isn't ideal, like a harbour/lighthouse with wide radius or something. Where are you spawning them.
"Error" X 36 would have sufficed. -
Well i actually have 213 bots the rest had not spawned yet, None of my bots have chutes, so its something else. it doesnt seem to effect the bot number to any degree so its nothing to worry about (which is what i was trying to impart to albator 4242) ,
-
Four out of that many still ain't bad.
If you're not using chutes, they're those few are probably hitting structures or something.
Would be nice to just kill the message ^ It's going to be a nightmare. lol. -
I seem to be having a problem calling the AddGroupSpawn hook.
The bots are spawning but they are always spawning at 0,0,0. The Vector3 location doesn't seem to be registering. It worked just fine before the latest updates. -
Hey,
Thanks Klorr. I'll look into that.
[DOUBLEPOST=1528811703][/DOUBLEPOST]Do you get a 'Failed to find a suitable spawnpoint' message in console, or do they just silently spawn at 0,0,0? -
Last edited by a moderator: Jun 12, 2018
-
Seems fine for me - thanks! The only difference I see so far is that, in the case of the airfield, the bots are more aggressively running across the field to the main building. Actually, 3 of the 5 I have spawning will come try to find me there after having been shot at. /vanish is respected, which is helpful.
-
Cool, thanks!
There are some other smaller issues that I'm aware of. I'd sort of set them aside until these big ones were fixed. -
Yes, at least not being targeted prior to shooting is good.