BotSpawn

Moved

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

5/5, 81 likes
  1. Thanks for the effort Steenamaroo!!

    Very much appreciate the work, this is one of my favorite plugins, and pivotal for our servers. Since we are walking dead zombie fans and have tweaked zombies on both our Vanilla and 10x servers!

    PS- After changing the names like the update said, they populate and fight fine, all good so far.
     
  2. Hi,
    I've had very little time on the server tonight, but DeathNotes (a very old version) and console were displaying the bot names for me.
    I did find a deer that refused to die, though, although other animals and bots took damage just fine.

    It may be that the Rust update has borked a few things; I'll find out for sure soon. :)
     
  3. Great, thanks Steenamaroo :) Sorry I can't be of more help.
     
  4. for Hapis custom spawns I'm getting [BotSpawn] Failed to find a suitable spawnpoint : Moving on to next.
     
  5. I did make a change that means bots are less likely to spawn in unsuitable places.
    If you have a spawnpoint that's in water, for example, you should see that error.
     
  6. they are on inland such as at siteb and sitea
     
  7. So disable Lighthouse spawns then? Got it. Also i caught a Junkyard bot doing the 7589395 as their name thing. If that helps.
     
  8. I have no lighthouse spawns, mine are:

    (22:43:57) | [BotSpawn] Failed to find a suitable spawnpoint : Moving on to next. junkyard

    (22:43:57) | [BotSpawn] Failed to find a suitable spawnpoint : Moving on to next. mineralextraction

    (22:43:57) | [BotSpawn] Failed to find a suitable spawnpoint : Moving on to next. pumpingstation

    (22:43:57) | [BotSpawn] Failed to find a suitable spawnpoint : Moving on to next. refinery

    (22:43:57) | [BotSpawn] Failed to find a suitable spawnpoint : Moving on to next. rocket

    (22:43:57) | [BotSpawn] Failed to find a suitable spawnpoint : Moving on to next. launch

    (22:43:57) | [BotSpawn] Failed to find a suitable spawnpoint : Moving on to next. siteb

    (22:43:57) | [BotSpawn] Failed to find a suitable spawnpoint : Moving on to next. b3

    (22:43:57) | [BotSpawn] Failed to find a suitable spawnpoint : Moving on to next. sitea
     
  9. Maybe Hapis is the problem? lol Sorry I dunno. I actually picked the wrong quote, meant to respond to Steamamaroo's.
     
  10. hey there, any chance you could take another look at bots not respecting vanish? had
    there is a respawn timer and it will switch weapons based on range. you can make it not drop ammo by not putting it in the kit. bots dont need ammo its unlimited
     
  11. Hi,
    No, there's no reason not to use lighthouses. The plug will look for spawnpoints in a radius around the point and will pass on ones which aren't terrain.

    Prior to the update it would have placed a bot regardless, Rust would have destroyed it, and you would have received an error message. Now it just skips on.
    It should only fully fail if there are X individual fails in a row, which should only really happen if the entire area is construction, or water, or something else.
    [DOUBLEPOST=1530875791][/DOUBLEPOST]
    Must be. I never load Hapis so I'll have to take a look.
    [DOUBLEPOST=1530875838][/DOUBLEPOST]
    That's two mentions of Vanish issues. I tested just before update on Staging and pre-release oxide, as the main hook did need updating, but everything worked fine.
    I'll double check again now that the update has been released.
     
  12. getting a random error message poping up in rcon

    Code:
    (12:24:30) | Failed to call hook 'OnEntityKill' on plugin 'BotSpawn v1.7.1' (KeyNotFoundException: The given key was not present in the dictionary.)
      at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <e1a80661d61443feb3dbdaac88eeb776>:0
      at Oxide.Plugins.BotSpawn.OnEntityKill (BaseNetworkable entity) [0x00030] in <52123d2f624a405782bd9ee549b4545a>:0
      at Oxide.Plugins.BotSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0037a] in <52123d2f624a405782bd9ee549b4545a>:0
      at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <2dad53883fcd4b7faaf900f511ce972a>:0
      at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <a178d34943f746dd9b92eeffb8beec48>:0
      at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <a178d34943f746dd9b92eeffb8beec48>:0
     
    Last edited by a moderator: Jul 6, 2018
  13. I'm not likely to be on a server today. PM sent.
     
  14. Deathnotes is reporting the scientists as as number string instead of scientists. I dont have botspawn scientists enabled anywhere so its a free range scientist issue on my end. Deathnotes properly identifies my named murderers.. still following.
     
  15. Thank you. The least we can say is that you are very responsive.
     
  16. Hi. For info : DgT7c5IWAAM8hSk.jpg
     
  17. PM sent to you, too.
     
  18. ZLO

    ZLO

    Code:
    (15:33:29) | Failed to call hook 'OnEntityKill' on plugin 'BotSpawn v1.7.1' (KeyNotFoundException: The given key was not present in the dictionary.)
      at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <e1a80661d61443feb3dbdaac88eeb776>:0
      at Oxide.Plugins.BotSpawn.OnEntityKill (BaseNetworkable entity) [0x00030] in <ce44572aaab8436e8cc799cd52d4a09a>:0
      at Oxide.Plugins.BotSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0037a] in <ce44572aaab8436e8cc799cd52d4a09a>:0
      at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <2dad53883fcd4b7faaf900f511ce972a>:0
      at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <a178d34943f746dd9b92eeffb8beec48>:0
      at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <a178d34943f746dd9b92eeffb8beec48>:0
    -- I'am too:( :(
     
  19. You are right, my BotScientists have their names, but I went into military tunnels, and killed 3 scientists, that's where the numbers come in. upload_2018-7-6_8-45-33.png
     
  20. Your problem is from DeathNotes. Open the .cs file and edit the following lines:
    Code:
                    case CombatEntityType.Murderer:
                        var murdererName = entity.ToPlayer()?.displayName;
                        return string.IsNullOrEmpty(murdererName) ? "Murderer" : murdererName;                case CombatEntityType.Scientist:
                        var scientistName = entity.ToPlayer()?.displayName;
                        return string.IsNullOrEmpty(scientistName) ? "Scientist" : scientistName;
    to

    Code:
                     case CombatEntityType.Murderer:
                        var murdererName =  "Murderer";//entity.ToPlayer()?.displayName;       <== THIS LINE
                        return string.IsNullOrEmpty(murdererName) ? "Murderer" : murdererName;                  case CombatEntityType.Scientist:
                        var scientistName = "Scientist";//entity.ToPlayer()?.displayName;       <== THIS LINE
                        return string.IsNullOrEmpty(scientistName) ? "Scientist" : scientistName;
    They used to have no name so they were automatically putting a Scientist or Murderer instead. Now their name is numbers so the plugin send the numbers. We correct it by simply adding the string we want. Unfortunately, this method may change the names of the botspawn bots if they have one (only showing for deathnotes messages, not your botspawn data). This is just a temporary fix until maybe deathnotes fix it.
     
    Last edited by a moderator: Jul 6, 2018