How can I turn off system scientists?
BotSpawn
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Total Downloads: 11,685 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018
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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? -
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Radtown -
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 . -
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.
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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. -
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?
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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 -
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
, 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 -
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.
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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? -
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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 -
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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 -
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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. -
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? -
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Regardless, setting 100 would defeat it in BotSpawn.
I'll fire what I have your way shortly.
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The error?