Hi pyrow,
Yes...I probably should have moved that over along with the accuracy/damage/firing range etc.
I'll do it for the next V, thanks.
[DOUBLEPOST=1503074214][/DOUBLEPOST]Yes, there are various colliders on the map that bots don't respect.
I don't think they'll play well with any building-plan buildings at all, and there's a number of points around monuments that they will just fall through.
It's just another thing that should improve as FP work on this AI.
Thanks.
BotSpawn
Moved
Total Downloads: 11,685 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018
- 5/5, 81 likes
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[DOUBLEPOST=1503074917][/DOUBLEPOST] -
I am sure this has already been asked but.....When Bots are set for Zones/Airdrop....
How do u prevent bots from being randomly airdropped on players heads, if I happen to call them in
a supply drop?
Thanks. -
Hi. I like your "new" custom location, but...
I can't do spawn bots in some height up from surface of map. I have arena in the air and bots still spawning under arena on surface, I have set "y": 800.000244 (that a height of foundation) and what does mean "Spawn_Height"? My problem is same like PyrowLBC's I think
EDIT :
OK, I was figure out a little - need change "Chute": true, and "Spawn_Height" set little heigher from "Location". Now bots spawning on parachute and fly down on foundation, but...They don't moving and not shooting
Last edited by a moderator: Aug 19, 2017 -
Saw this in RCON, dont know what caused it.
Code:(17:14:25) | [Oxide] 17:16 [Error] Failed to run a 6.00 timer in 'BotSpawn v1.1.2' (NullReferenceException: Object reference not set to an instance of an object) (17:14:25) | [Oxide] 17:16 [Stacktrace] at BasePlayer.GetActiveItem () [0x00000] in <filename unknown>:0 at BasePlayer.GetHeldEntity () [0x00000] in <filename unknown>:0 at Oxide.Plugins.BotSpawn+<SpawnSci>c__AnonStorey2.<>m__1 () [0x00000] in <filename unknown>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0
Are personal airdrops supposed to be affected by Airdrop NPC Protection ? lol. If it aint, it is.Last edited by a moderator: Aug 19, 2017 -
I was talking about this 2-3 posts ago. Best to stick with map terrain for now. -
After the recent update of BotSpawn I'm getting the error below, plus the plugin not working, no bots are spawning.
(12:36:18) | Failed to call hook 'OnServerInitialized' on plugin 'BotSpawn v1.1.2' (NullReferenceException: Object reference not set to an instance of an object)
(12:36:18) | at Oxide.Plugins.BotSpawn.FindMonuments () [0x00000] in <filename unknown>:0
at Oxide.Plugins.BotSpawn.OnServerInitialized () [0x00000] in <filename unknown>:0
at Oxide.Plugins.BotSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00000] in <filename unknown>:0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (HookMethod method, System.Object[] args) [0x00000] in <filename unknown>:0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00000] in <filename unknown>:0
at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00000] in <filename unknown>:0
(12:36:18) | Calling 'OnServerInitialized' on 'BotSpawn v1.1.2' took 627ms -
same here
18:51 [Info] BotSpawn was compiled successfully in 3827ms
18:51 [Info] Loaded plugin BotSpawn v1.1.2 by Steenamaroo
18:51 [Warning] Calling 'OnServerInitialized' on 'BotSpawn v1.1.2' took 670ms
19:26 [Error] Failed to run a 6.00 timer in 'BotSpawn v1.1.2' (NullReferenceException: Object reference not set to an instance of an object)
19:26 [Stacktrace] at BasePlayer.GetActiveItem () [0x00000] in <filename unknown>:0
at BasePlayer.GetHeldEntity () [0x00000] in <filename unknown>:0
at Oxide.Plugins.BotSpawn+<SpawnSci>c__AnonStorey2.<>m__1 () [0x00000] in <filename unknown>:0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0 -
I can confirm that drop bots are also coming with the personal supply drop signal drops as well. I had to disable as players were getting rekt when getting their drops lul!
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[DOUBLEPOST=1503171907][/DOUBLEPOST]
[DOUBLEPOST=1503172029][/DOUBLEPOST]Almost forgot, I would suggest that when Bots drops on the supply drop, to do it later instead of instantly, looks weird a bot dropping with a chute out of nowhere -
Oh, thanks guys. I'll look into why this is happening.
Setting airdrop to false will prevent this as a short-term fix. -
Steenamaroo updated BotSpawn with a new update entry:
1.1.3
[DOUBLEPOST=1503177743][/DOUBLEPOST]
I'm thinking either they'll spawn super high and fall fast for a while, so it's much less obvious, or maybe I can have some smoke/fog as they spawn?
I'd also considered having them spawn from the plane then drift apart slightly.
I think that's the best solution but probably the most involved.
Something to work on, for sure! -
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... works, but many bots shooting from under water or in big stone
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They spawn when the crate drops (at plane height) - not when the plane is sent. -
Thanks for the update..
Suggestion to look into:
Calling from a list of random kits for each monument or bot. Where we can set the list of kits in a config and the plugin on reload OR bot respawn would randomize to a specific kit. Kind of like setting random names idea. -
Definitely on the list ^^
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Looking a little better....
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"Airdrop Fix.
Bots should no longer be deployed for supply-signal crates."
Is this no longer an option? That is/was by far my favorite feature. If it's removed, can you please put it back in as an option? It goes well with the Exploding Barrels mod for a chaotic server. XD