BotSpawn

Moved

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

5/5, 81 likes
  1. Damn. I'll look into it, but I tested both Sci and Murd for last update.
     
  2. Good evening, I have a small recommendation if possible. Would it be possible to arrange on a large custom radius, appearance of zombies, that they do not walk on the ocean or lakes. They make me think of ninja straight out of the manga Naruto, conversely, they stay still. If you could fix that.
     
  3. Calling hook OnEntityTakeDamage resulted in a conflict between the following plugins: BotSpawn - True (Boolean), HomeProtection (False (Boolean))

    Getting this info when i try to kill a botspawned scientist. My player also seems to be in god mode as well but "god false" isnt removing god mode from me, the server is also set for PVP and I am not running TruePVE, should I ? Would like to be able to take damage and to kill these guys as that was the purpose of making the game more difficult. Any help would be appreciated I did spend hours looking at posts to see if this was addressed other than being in god mode.
     
  4. This message is, in this instance, telling you that two plugins tried to do the same thing.
    The reason there's a message is that they used different returns to do it, but the intention/action is the same.
    Vanish and BotSpawn return true/null so it would make sense if HomeProtection fell in line with that, I think.

    I don't think that's right. BotSpawn only returns true OnEntityTakeDamage if an NPC is attacking a BasePlayer.
    It returns true (cancels the damage) X/10 times as a means of controlling accuracy.

    It never returns true where an NPCPlayer is the entity taking damage.

    I don't really know that HomeProtection plugin but that seems to be its purpos?
    The player should be in 'god mode' when he's near his own authorised cupboard.
     
  5. I checked the oxide files, I don't have a mod loaded/installed for home protection, but in any case I haven't even built a base yet so no TC exists yet, this log message is occuring every time either I shoot the NPC or if he shoots me, we are both attacking each other so I can't tell if I generate it or it does. It is puzzling. is there a config file I can access to look at the god mode details ?
    Hey thanks for such a rapid response and it is a very cool mode, at first install I had it spawning 10 bots everywhere and at game start up I had 4 bots running after me, now that got the blood pumping right off the bat lol.
    [DOUBLEPOST=1529034328][/DOUBLEPOST]

    UPDATE: I take that back, I did find HomePro installed but it has no JSON config so I will try removing that and see what happens
     
  6. Restarted the server a few times and they are "pretty much" where they are supposed to be , they still have the habit of running right up to within about 2-10m away before firing, its a bit like shooting ducks in a barrel,
    Thought you might like some jpgs, If i change them back to scientists what will their actions be ? docile or
    active ?
    Still having a lot of fun with it,
     

    Attached Files:

  7. Seems like any answer would be a guess.
    Mine are acting just find but others are reporting total stand-still/inactivity.
     
  8. Anyone else having issues with the peacekeeper cooldown? got it set to 5 mins but doesnt seem to be running out.

    EDIT: Ok they stopped after about 30 mins and 3 lives, not pulled a weapon out since the first time, does ai dormant interrupt the timer?

    EDIT 2: 2nd test subject they've been aggro'd on himm non stop today, even with him relogging a couple times, reloaded the plugin and they've finally stopped being aggro on him
     
    Last edited by a moderator: Jun 15, 2018
  9. Peace_Keeper cool-down is in seconds. Are you setting 300 for 5 minutes?
     
  10. Nope, thought it was mins, thats prob whats doin it, have set to 300
     
  11. @Steenamaroo
    What's the methods you invoke to make them aggro? Mines still super peacemaker, I want them to hit anything that moves. Tried with NPCMurderer behavior but those guys are too dumb and I need the tactical behavio of Scientists.
    Regards,
     
  12. I don't. ^^
    I do keep Ai_dormant false on my server, though.
    That's the only AI related setting that I specify.
     
  13. Hehe,
    No problem. I'll keep investigating and post any findings/results of my tests.
    PS: Time to dig again assemblies and see where it leads. :D
     
  14. didnt the last rust update make scientists more friendly (nerfed) - you can walk upto them and they wont attack where as before they would shoot on sight.Botspawn can only follow what the game implements so if your scientists are super friendly blame FacePunch and the kids who complained they were to hard to kill in the first place.
     
  15. ZLO

    ZLO

    Those.? = `aimanager.ai_dormant` MUST be enabled for the plugin works? :(
    [DOUBLEPOST=1529098592][/DOUBLEPOST]Now bots do not attack even if they see the player directly, closer than `Long_Attack_Distance` ((
     
  16. See, the thing is I can make them attack regardless but on my server they are doing.
    Starting to think I'm the odd one out, though.

    IDK, haven't had the server up for a few days. Need to look into this more.
     
  17. All good now, everything works very well and I was able to remove HomePro which is anti-offline raid mod I think, no config file associated with it so I just got rid of it. Man this changes the whole sense of the game now, no longer walking up to a gas station feeling safe, they even open the doors. Great mod and I will make sure to contribute. THX
     
  18. ZLO

    ZLO

    lucy in the sky with diamonds ;)
    [​IMG]

    (( ...is removed backwards further and further... ))

    [​IMG]

    P.S. The end:
    * [parachute[2614514]] ParentBecoming Missed scientist_corpse[2627266]
    * [2614501/9964951] died (Bullet)
     
    Last edited by a moderator: Jun 16, 2018
  19. Still getting killed ?
    {
    "Global": {
    "NPCs_Attack_BotSpawn": false,
    "BotSpawn_Attacks_NPCs": false,
    "BotSpawn_Attacks_BotSpawn": false,
    "APC_Safe": true,
    "Turret_Safe": true,
    "Animal_Safe": true,
    "Supply_Enabled": false,
    "Remove_BackPacks": true,
    "Remove_KeyCard": false,
    "Ignore_HumanNPC": true,
    "Pve_Safe": true,
    "Corpse_Duration": 600
    },

    (11:16:20) | Railway Patrol[7603421/6453025] was killed by cactus-3 (entity)
     
  20. Anyone else seeing NPCs levitating/walking on 20 cm of air? Happens when I give them custom kits, otherwise it's perfectly fine.