BotSpawn

Moved

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

5/5, 81 likes
  1. I have enabled chutes and see a lot spam of "Failed to create agent because it is not close enough to the NavMesh" in console blocking the view to the important stuff.

    If its caused by BotSpawn, is it possible to hide this error?
     
  2. I don't think so, but strategic placement should help.
    A wide radius spawn at a lighthouse, for example, would result in a lot of those messages,
    as would bots spawning on top of certain buildings/object.

    I'll probably improve the overall spawn system some time in the near future but, for now, just ignore.

    That said, you should see that message once per bot that fails to find NavMesh and the biome guys should fail 2 or 3 in the hundred, so there shouldn't ever be enough to really be considered spam.
    If there is, please tell me more.

    Edit: You may be able to filter strings out in your RCON app.
    Not a root-solution, but solves your problem.
     
  3. Why hide it, its only gonna be in your console now n then
     
  4. Often I get like 50 of these messages in a row. But it's ok, it spams not all the time.
    bot.count ~ 121
     
  5. Bot count of 430 over here and we see it a lil but ay whos watchin the console that much unless there's a problem anyway
     
  6. Was there any resolution between Fuji and you (Steenamaroo) on what controls the loot drops of the bots if using AlphaLoot? Even though I have no weapon drop I am still getting M92's and Mp5's pretty frequently + 1-3 pickaxes per Bot. I remember it was brought up but I dont know what came of it.
     
  7. Last I heard AlphaLoot has makes no changes to NPCPlayerCorpse loot, and there were no plans to make it so.
    To the best of my knowledge that loot is 100% controlled by Rust, bar the total disable option from BotSpawn.
     
  8. This ^^^^
     
  9. lol what was the point in that post?

    So when using AlphaLoot its gonna sometime ignore the weapon drop command? Alright, ty sir
     
  10. Weapon drop is literal and unrelated.
    It prevents the bot from dropping his weapon when he dies.
     
  11. The point was that aftrr also having direct contact with fuji that alpha indeed has no interaction with botspawn or any ai loot
     
  12. We have ninja zombies on the server
    [​IMG]
     
  13. Calling hook OnNpcPlayerTarget resulted in a conflict between the following plugins: ZombieHorde - False (Boolean), BotSpawn (True (Boolean))
     
  14. ^^^this
    XD
     
  15. is Ignore_Animals no longer a thing? I don't see it in the latest config
     
  16. He removed it because bot ai does that anyway now. Its in ze patch notes.
     
  17. Hello,

    how to reduce loot when i kill a scientist or is not possible with your plugin?

    Code:
    Allow_Rust_Loot 
    is not that my request, this command allow/deny loot only...

    On some servers, when you kill a scientist, they have only one object in their backpack, it is rare to see more object while looking at my side, there is too much object in the bag...

    Need a plugin for couple?
     
  18. This is the big mystery. The loot comes from somewhere, just nobody knows how to control it.
     
  19. If you want to have some control over it just make some kits and have different inventories
     
  20. Looking at over 250 items and variations would equal about 3000 kits..... yea no