BotSpawn

Moved

Total Downloads: 11,681 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018

5/5, 81 likes
  1. Sorry, Slaughter. Not sure what's happening then.

    Although the last guy who was on 'the most recent' version of rust wasn't so please do check.
    Build Date 07/27/2017 20:30:25
    Oxide Version 2.0.3384
     
    Last edited by a moderator: Jul 31, 2017
  2. Attached Files:

  3. lol. nice.
    All you can really do for now is widen the radius.
    [DOUBLEPOST=1501519054][/DOUBLEPOST]Guys, I just tested a kit using mp5. There's no issue with it.

    All I can suggest is making your kit bare bones - 1 gun and basic clothes.
    Make sure the gun is the only thing in the belt.


    I'm guessing maybe there's some kit item causing an issue? Don't give them two guns or any ammo.

    Also, please make sure Kits is up to date.
     
    Last edited by a moderator: Jul 31, 2017
  4. removed. New V coming shortly....Having a problem
     
    Last edited by a moderator: Jul 31, 2017

  5. Alright no problem :p Cool plugin btw ;)
     
  6. Steenamaroo updated BotSpawn with a new update entry:

    1.0.3

     
  7. Calling 'OnServerInitialized' on 'BotSpawn v1.0.3' took 774ms


    (19:51:34) | Calling 'OnServerInitialized' on 'BotSpawn v1.0.3' took 1334ms [GARBAGE COLLECT]
     
    Last edited by a moderator: Jul 31, 2017
  8. OK, I just got this issue in testing.
    You just need to unload the plugin, delete the data file, then reload.

    I'll fix in next V.
    [DOUBLEPOST=1501523646][/DOUBLEPOST]
    That's normal. ^
    All the heavy work is done OnServerInitialized();.
     
    Last edited by a moderator: Jul 31, 2017
  9. hee i done every think unload everythink delete all files but no bots on the map but do i need still to make the a kit for bots !
     
  10. Good, add and hapis.
     
  11. From 1.0.3 onwards kits are not essential.
    You do have to enable each monument in your config, though. Have you done that?
     
  12. thanks bro !
    [DOUBLEPOST=1501526283][/DOUBLEPOST]
    is true or enable !
     
  13. working, but can you make them not chase deer and horses and shit? lol
     
  14. LOL. Unfortunately I'm not sure that I can.
    I'm looking into it (still pretty fresh to this stuff) but, in the mean time, it is what it is. :(
     
  15. Also needed:

    - Config option for how long until bots respawn.
    - Ability to assign multiple kits to an area so not every npc is gear the same.

    good first draft though.
    [DOUBLEPOST=1501526707][/DOUBLEPOST]The bots are also still attacking animals after they're dead.
    [DOUBLEPOST=1501527226][/DOUBLEPOST]They also don't seem to folow terrain when spawning lol Gyazo - 44ab7a0c94c1aeeb34662c51a6462b71.gif
     
  16. A plugin which looks like it has a lot of potential. Although I will wait for further updates.

    Things I'd like to see:

    Allowing custom spawnpoints.
    Allowing custom waypoints - if possible.

    At the moment they currently don't use melee weapons which is kind of annoying, but like you said - the NPC all bottles down to what FP do with them.

    Cool plugin regardless.
     
  17. works great now thank you , 1 problem tho they fall through hills see photo
     
  18. Might wanna try the Human NPC and Waypoints plugins :p
     
  19. go to your command file and check to see its this nav_disable false, if set to true change to false then restart your server , if that does not work , remove all of the plugin , then reinstall but before you install check the nav_disable false part again . me personally didn't have to do nav_disable false but it may be whats going on for you .
     
  20. Thanks people.
    WAPO, I know they fall through hills. It's an AI in development, but I'm not developing it. Facepunch are.
    It'll get better as they work on it. :)

    Thanks for the thoughts on the Heli, though. There might be useful info in there for me. :)
    [DOUBLEPOST=1501530804][/DOUBLEPOST]*****DEATH NOTES USERS*****

    If you want to temporarily silence notifications about NPCPlayers, you can add two lines in DeathNotes.cs, as below.
    Black text is context. Red text is what you add in.

    Line 1010 ish
    void OnEntityDeath(BaseCombatEntity victim, HitInfo info)
    {
    if (victim == null)
    return;
    if (victim is NPCPlayer) return;
    var corpse = victim as BaseCorpse;
    if (corpse != null)
    return;


    Line 1070 ish
    if (data.attacker.entity is NPCPlayer) return;
    NoticeDeath(data);
     
    Last edited by a moderator: Jul 31, 2017