BotSpawn

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

5/5, 81 likes
  1. How can I turn off system scientists?
     
  2. The oxide update fixed the issue I had with the scientists.

    Another thing: there's a probability of bots spawning inside things like rocks, building and inaccessible areas. As time goes by, more zombies are likely to be inaccessible. I currently do a timed oxide.reload BotSpawn, but it's not perfect because it causes 500 ms spike with my current setup. What about adding a command which respawns all zombies without causing lag?
     
  3. to prevent rock spawns (something I've run into at the Junkyard and the Mining Outpost) I just reduced spawn radius, fixes most of them
    [DOUBLEPOST=1530147987][/DOUBLEPOST]
    On the wiki, the post Radtown takes you to what is now the Sewer Branch

    Radtown
     
  4. That's the one ^. Thanks for the link.

    Does enabling 'Radtown' not still populate the Sewer Branch?
    I don't see why spawning bots there, or at the compound, would have prevent all bots spawning for @Th3Z0n3 .
     
  5. gonna test radtown and then compound, see what I get


    Also, not to be a further pain in the ass, but, I've enabled BotSpawn vs BotSpawn for epic murderer vs scientist battles (I've added kits to my murderers, made them Raiders) and they work wonderfully, buttttt when there are no raiders, the scientists try to kill each other, but if there are only raiders they ignore each other.
    [DOUBLEPOST=1530150727][/DOUBLEPOST]

    Ok having tested it, bots are still spawning on mine, even with all 3 compounds being listed as true (and there's only one compound). Radtown spawns bots at Sewer Branch, so literally not sure what @Th3Zon3 did wrong.
     
  6. Damn, I didn't think Scientists would ever attack each other.
    Just to be 100% sure, it's not friendly fire? Only asking 'cos people have reported this before then it turned out they were just going on Death Notes reports.
    If they're properly targeting each other, I'll add an additional targeting option; Something like 'Ignores_Own_Kind', I guess?


    Thanks for checking that! Good to know. :)
     
  7. They're purposefully targeting each other, happens at monuments that only have scientists spawned in too, or they're running out onto the road to kill junkpile scientists. Which while hilarious, defeats the purpose of scientists at monuments for player difficulty.


    You're more than welcome to pop in and check 155.254.17.142:28015 it happens primarily at the trainyard, but I've seen it at the satellite dish as well
     
  8. Yes you can spawn bots there but you have no defense against them as the turrets there will kill you immediately, I had them there when the compound was introduced (and commented on only one being there) but had to remove them as it turned into a death zone with me in the middle.
    Radtown bots *sewer branch spawns bots, It used to be called Radtown but the devs (or Rust io) changed the name along with the warehouses being renamed a while ago

    Yes that was this old complainer, :) , but even though they are called different things the bots still spawn there, I have configured the plugin for 208 bots and they are all there, Its a pity that you cannot call up a "roll" as you can in custom settings to show what monuments have bots activated.
    *I have had no scientists kill (so far)
    I changed all my bots back to scientists and the buggers chase me all over the map, But have to kit them out with shotguns as if equipped with any rifle they kill you from extreme range ,
     
    Last edited by a moderator: Jun 28, 2018
  9. I'm switching those names, and adding Aggro/Deaggro range now (for scientist only)

    Do any of the other names no longer match?
    So far I've changed warehouses to mining outposts, and radtown to sewer branch.
    [DOUBLEPOST=1530187647][/DOUBLEPOST]
    Not sure what's going on here. I set up two scientists and one murderer in the same location with immediate respawn and let them go at it,
    but I haven't seen a Scientist intentionally target another so far.
    The pair of them just immediately go passive once the murderer is dead.

    I wonder if accidental/friendly fire between sci+sci results in lock-on and fight to the death?
     
  10. I'm not sure. Unless some friendly soul in here knows, it'd be better to ask on the main forum somewhere.
    [DOUBLEPOST=1530189890][/DOUBLEPOST]
    That's right. It's probably only really useful if you're overriding the turrets, or using it as a relative location for a custom profile.
     
  11. They've certainly got some fucking range, of course the junkpile guys with their m92s are fucking snipers too.


    And as far as the compound goes, the ones I spawned in there did not aggro on me until I aggroed the green guys too, which again, defeats the purpose unless you've disabled the default compound options and spawned your own. And I've never been able to get those turrets to shoot at me, like ever. I've just assumed they're broken and facepunch has yet to update them
     
  12. you obviously messed something up as the compound turrets do shoot at players - even if u in admin mode
     
  13. Yeah, those turrets let loose; You're not going to miss it.
    Maybe you have another plugin that's controlling them?

    I haven't been able to replicate any scientist V scientist action, but I'll be working on adding a junkpiles profile soon, so I'll check into it some more.
     
    Last edited by a moderator: Jun 28, 2018
  14. weird, because they've never gone off no even since the beginning. I always just assumed they were busted. I'll have to look, I must have a plugin interfering with them.
    [DOUBLEPOST=1530213610][/DOUBLEPOST]
    Weird, hahah, I wonder if there's another plugin interfering with that.
     
  15. Guys, any feedback to sneak in while I'm working on the next update?

    I've got a junkpile profile added with a random chance % option (so not all JPs are manned).
    Erroneous monument names are fixed.
    Aggro+Deaggro have been added for scientist.

    Anything else? And anyone want to make sure JP stuff is working before release?
    Thanks.
     
  16. I believe current junkpiles are any that have a vehicle seem to have an NPC, so making it a chance could potentially reduce the number of scientists on the road. And I'll test it, just send it over when it's good.


    And figured out why the turrets weren't targeting, had TurretConfig set so auto turrets don't target admins, was also applying to compound turrets
    [DOUBLEPOST=1530225586][/DOUBLEPOST]Actually, I do have one, BotsSpawn bots target through Vanish, game NPCs do not, is that Vanish or BotSpawn?
     
  17. Its working,, this is the reaction of just taking out the weapon,
     

    Attached Files:

  18. I don't really know anything about the options, or the defaults, but my server was showing shit tonnes of junkpiles but only a handful of junkpile scientists. I think maybe they already apply a % chance?
    Regardless, setting 100 would defeat it in BotSpawn. :)
    I'll fire what I have your way shortly.

    Really? They should definitely not.
     
  19. It was TurretConfig
    [DOUBLEPOST=1530227549][/DOUBLEPOST]
    Well, now that I'm trying to get the error to pop in the RCON again they're not, but all my scientist bots are shooting each other, wtf lmfao
     
  20. The error?