BotSpawn

Moved

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

5/5, 81 likes
  1. Wulf

    Wulf Community Admin

    There is nothing in Oxide itself that affects scientist NPCs.
     
  2. Oxide.Rust 2.0.3965 ->
    It's good, problem solved
     
  3. For those of you who want the aggressive Scientists back, do you think using RadtownAnimals and spawn them as zombies with weapon kits would work? and only using BotSpawn for regular zombies. It's getting ridiculous watching my players bow a scientist to death at point blank range without fear
     
    Last edited by a moderator: Jun 14, 2018
  4. Are airdrop zombies working for you guys? Just watched an airdrop come now and not spawn anything
     
  5. @Wulf
    When I updated to the latest version of Oxide (couple of days ago), bots started to be less agressive as shown in the video of WesleyEng_com. Is there a way to install an older version of Oxide to compare?
     
  6. Tested again on a server still on .3954, military scientists acting normally (aggressive).
    Then updated to .3965. Changed nothing else, military scientists now passive and strange.
    This server has never seen plugins that's supposed to affect NPC's.



    Any idea what could be causing this?

    Edit: Downgraded to .3954 -> normal behaviour again
     
    Last edited by a moderator: Jun 14, 2018
  7. Long_Attack_Distance seems not to be working.
    my config
    "Long_Attack_Distance": 200
     
  8. Are you 100% certain there are no plugins that would affect NPCs?
    Unload all if you have any uncertainty at all.

    3954 would have been when the scientist targeting hook didn't work, and 3965 would be after it's fixed,
    which should result in no difference at all unless there's a loaded plug using that hook.

    PVE Plugins, Vanish, Bot Spawning plugins...There'd be a few that would use it.
    [DOUBLEPOST=1528981912][/DOUBLEPOST]
    Yeah, thanks.
    I think they changed some things around the various ranges.
    Haven't had time to get in and have a look, but it's on the list. ;)
     
    Last edited by a moderator: Jun 14, 2018
  9. Wulf

    Wulf Community Admin

    Oxide does not modify NPCs in any way other than disabling gunshot sensing for the NPC murderers to avoid an error in the game, so what you are experiencing would be unrelated stand would be either Rust itself or plugin.
     
  10. @Klorr : Are you still having a location issue with the external hook?
    They're coming in at the right place for me.
     
  11. It's truly strange. Even started the server without any plugins loaded.
    https://i.imgur.com/P6G8fWR.jpg
     
  12. @Steenamaroo All seems good with calling the hook now, thanks.
     
  13. Thanks, Klorr. It may have been that accidental doubleground-check that I removed.
     
  14. Radtown animals plugin does not have any method of adding kits, in fact i am having a problem with the murderers from that plugin grouping together round animals and just hitting it, Here is an example of config
    from my settings for that plugin
    },
    "WaterTreatment": {
    "Enable spawning at this monument": true,
    "Amount of animals to spawn at this monument": {
    "Bears": 2,
    "Boars": 0,
    "Chickens": 0,
    "Horses": 0,
    "Murderers": 10,
    "Scientists": 0,
    "Stags": 0,
    "Wolfs": 2,
    "Zombies": 4
    }

    As you can see its a different setup to Botspawn,
     
  15. I have the same problems, try setting parameters
    Code:
    "NPCs_Attack_BotSpawn": false,
    "BotSpawn_Attacks_NPCs": false,
    "BotSpawn_Attacks_BotSpawn": false,
    
    in the file oxide \ config \ BotSpawn.json
    It worked for me.
    [DOUBLEPOST=1528997889][/DOUBLEPOST]
    UPD: Not stable :(
     
  16. Why not just switch to murderer in BotSpawn?
    Switch one false to true - Everything else stays the same.

    Still have no idea what the problem is, though, but it seems like it's not tied to BotSpawn and not happening on my server?!
     
  17. My murderers are very active but with one big fault, they will run a long way to attack you but only shoot at very close range, still getting bots from monuments across the other side of map so i can have 4-5 different bots attacking me in one place, but the Scientists will only shoot at you if you shoot at them or get very close to them,
    BUT at least they are giving my server a lot of exercise as you never know where the bots are :)
     
  18. @Wolf,
    I don't have any plugins except one giant custom plugin that it's made in part of other plugins (for optimization reasons) but now that you mention it, I think it was with the last Rust update (facepunch folks made all scientist peacemaker by default).
    I'm kinda trying to find any method or some override to make them agro by default.
    [DOUBLEPOST=1529001773][/DOUBLEPOST]@Steenamaroo
    Will that work if I give kits with weapons to murderers so they attack anything that moves? Gotta try that though.
     
  19. Yeah. You can use either.
    The prefabs have some differences, like the sound effects and default kits, and the AI 'thinks' differently so Scientists are meant to be tactical whereas Murderers are meant to be nuts,
    but yes...Any options you can apply to Scientists in BotSpawn can be applied to Murderers just the same.

    Roam range should be working now. You all up to date on everything?
     
  20. yes

    08 "BotSpawn" (1.6.9) by Steenamaroo (38.41s) - BotSpawn.cs

    (22:40:15) | Protocol: 2094.164.1

    Build Date: 06/11/2018 21:27:36

    Unity Version: 2018.1.0f2

    Changeset: 27259

    Branch: release

    Oxide.Rust Version: 2.0.3965