BotSpawn

Moved

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

5/5, 81 likes

  1. The calling hook error between BotSpawn and Vanish, seems to not currently be an issue ¯\_(ツ)_/¯
     
  2. Old version of Vanish? That shouldn't be a thing anymore.
     
  3. Might have been, I did just update a bunch, as well delete and reinstall all mods due to another issue I've been having
     
  4. When setting
    Code:
    chute = true
    the parachutes that bots come down with don't get deleted upon landing, but moved to 0,0,0. This causes some performance issues around those coordinates.
     
  5. It seems that there are issues with bots using their weapons and their health. In a new world I made a kit that contained a spear, basic clothes and tools. I assigned it to an aggressive bot near gasoline station. When I went to test configuration the bot was wering clothes as expected, but instead of a spear it was holding pickaxe (spear was on the back). Furthermore it was attacking air as if it held a ranged weapon without even trying to get close to me. I believe it depends on the AI, which is not under your control.

    Now the fun part: after watching the bot for a while I decided to shoot it with my revolver and ... instead of damaging the bot I received damage myself. I shot several more times and died with the message ' and then you were killed by "" '. I've been shooting animals with that same revolver without any issues. Could this issue be somehow related to the fact that right now I am the first and only one player on the server?
     
  6. Depends on the bot base. If you want aggressive melee bots, make sure you have murderer=true. If you want aggresive ranged bots, leave murderer=false. While scientists do use melee it's not their first option. As far as you taking damage, I imagine it's another mod? Do you have TruePVE or something like that?
     
  7. Tried attacking with melee weapon and got same result: I die.
    [DOUBLEPOST=1530287626][/DOUBLEPOST]I have several mods, but it's difficult to believe they have anything to do with that. My mods are:
    Backpacks
    BotSpawn
    Kits
    NeverWear
    NoFuelRequirements
    StackSizeController
     
  8. Is that your complete mod list?
     
  9. Yes. I tried setting murderer = true, it helped with melee, but weapon is still pickaxe. Now I've remembered that I have server.pve=1, so maybe it was the reason why I attacked myself. Now restarting server one more time to test without this option.
     
  10. Server.Pve is most likely the reason for the damage issue.
    Don't know much about it but it seems that most of the guys in here use TruePVE?

    As for the pickaxe, I don't know. I'd suggest emptying your inventory and redeeming that kit, just to make sure there isn't a pick in it by mistake.

    Pick isn't a default tool that they'd have, and BotSpawn doesn't issue picks at any time.
     
  11. Yea, you most likely have a pick in the belt of that kit. If you want them to carry a pick for dropping purposes, make sure it's in the backpack and not on the belt.
     
  12. Accidentally a bug emerged :)

    Disabled server.pve ( it did help with self damage and now we can kill bots, yay! :) ).
    Went to gas station and couldn't find bot. bot.count said there are 4 bots.
    Tried using bot.respawn and got error:

    Code:
    Failed to call hook 'cmdBotRespawn' on plugin 'BotSpawn v1.6.9' (InvalidOperationException: Collection was modified; enumeration operation may not execute.)
      at System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) [0x0000b] in <e1a80661d61443feb3dbdaac88eeb776>:0
      at System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () [0x00013] in <e1a80661d61443feb3dbdaac88eeb776>:0
      at System.Collections.Generic.List`1+Enumerator[T].MoveNext () [0x0004a] in <e1a80661d61443feb3dbdaac88eeb776>:0
      at Oxide.Plugins.BotSpawn.Wipe () [0x00030] in <5d2cb764809a4ad397287bcbe13f70dd>:0
      at Oxide.Plugins.BotSpawn.Unload () [0x0002e] in <5d2cb764809a4ad397287bcbe13f70dd>:0
      at Oxide.Plugins.BotSpawn.cmdBotRespawn () [0x00000] in <5d2cb764809a4ad397287bcbe13f70dd>:0
      at Oxide.Plugins.BotSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00d87] in <5d2cb764809a4ad397287bcbe13f70dd>:0
      at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09b255f9a88d4ffda4779759134e116d>:0
      at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <ba44835247a74c58bf6cabef8b441b56>:0
      at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <ba44835247a74c58bf6cabef8b441b56>:0
    Used bot.count and now it was 3.
    Used bot.respawn and got error.
    Used bot.count and now it was 2.
    When bot.count was 0 bot.respawn didn't throw any exceptions and respawned all 4 bots.

    That really helped.

    Thanks a lot guys for your help. You're awesomest! :)
     
  13. To be honest I completely forgot bot.respawn was a thing.
    It needs to be updated. :p

    Better to just oxide.reload BotSpawn for now.
    Thanks for that.
     
  14. Thanks for the tip :)
     
  15. Lol whoops
     
  16. hi, is it possible to create a toggle that allows bots to spawn and stay on/in buildings?
     
  17. Hi,
    No, not at present.
    Right now the spawning is just from a birdseye view, at a random position within your chosen spawn radius.

    It might be something I work on in the future, maybe.
     
  18. Steenamaroo, awesome plugin!! :) Use it on both mah servers, Rustimore check it out sometime

    But there still is the RPC kick issue, so often that we disabled the plugin.
     
  19. Hi,
    Thanks @Logan5
    Which issue? OnProjectileAttack?

    If so, do you use K1ll's NPCFix.cs? Do you use LootConfig.cs?

    Thanks.