BotSpawn

Moved

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

5/5, 81 likes
  1. i think its no help this moment.you cant spawn scientist even game own console command so looks like facepunch remove scientist for game this moment.they meyby add that back when bot its ready.hopefylly
    after that plugins what use scientist works again

    mayby i use zombie prefab that waiting time.
    player.player.prefab spawn player but that not do anything
     
  2. ah right, that clears it up thanks.

    also anyone know if this adds the bots to the oxide.users file? as mine seems to have increased in size loads?
     
  3. They released a server update 15 mins ago. Is it back? Need to wait on Oxide to update :p

    Don't think so though, should be Bradley tweaks
     
  4. I watched a video by ShadowFrax and in it he says to add +nav_grid 1 to your server startup batch file, then restart and the Scientists will be in-game. I added it to mine and restarted, the Scientists and bots from this mod are both in-game now.

    Hope this helps.
     
  5. What's the file path for the startup batch file in the ftp? I can't seem to find it and I'm pretty limited in editing the commandline from my game panel.
     
  6. Verifying, fixed it. Awesome!
     
  7. I had to remove them as they are dropping weapons and the Tank is targeting them
     
  8. They also are clipping into walls and other colliders that they didn't before. And if the Chute=True they would despawn before hitting the ground. Even if you turn it to false, some would randomly despawn. Also turning on +nav_grid 1 also is causing animals to go haywire, and cannot teleportany <animal>. So this is not a fix by any means. Will wait patiently for an update on the plugin. No rush @Steenamaroo take your time and get it right. I am more than willing to wait for a proper fix. Keep up the great work!!
     
  9. Hey guys. @FredSanchez thanks for sharing that command.
    At the same time, I've no doubt there'll be tonnes of knock on issues so, as Pegasus suggests, I'm going to take some time with it and see what's what.
    I can't recommend enabling nav_grid because I don't know what the other implications might be but if anyone wants to try it, that's cool.
    I'd suggest totally disabling chutes for the time being, if that's the case.

    If anyone's unsure, assume this doesn't work until the next update. ;)
     
  10. When bots meet the Bradley. :D
     

    Attached Files:

  11. Enabling nav_grid allows your plugin to work, but it also spawn's the games own scientists that have their own loot table, health and lack a name. They drop a Sword, MP5 and LR. The Bot's from the plugin do function as expected with their own loot tables and names, there are just additional ones now.
     
  12. Also, the plugin scientists and the Bradley fight. It's actually hilarious.
     
  13. de.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0

    (01:54:20) | Failed to run a 0.20 timer in 'BotSpawn v1.1.6' (NullReferenceException: )

    (01:54:20) | at (wrapper managed-to-native) UnityEngine.Component:get_transform ()

    at Oxide.Plugins.BotSpawn.Drop (.NPCPlayer bot, .BaseEntity Chute, Oxide.Plugins.MonumentSettings zone, Single x, Single varyY, Single z) [0x00000] in <filename unknown>:0

    at Oxide.Plugins.BotSpawn+<Drop>c__AnonStorey3.<>m__0 () [0x00000] in <filename unknown>:0

    at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0

    (01:54:20) | Failed to run a 0.20 timer in 'BotSpawn v1.1.6' (NullReferenceException: )


    What could this be ?
     
  14. wait for update
     
  15. This^
    As of right now if you run +nav_grid 1 and this plugin you do so at your own risk. The merge into main and the new nav grid not being put together is causing a lot of issues for this plugin. As well as it seems to screw with the animals ai and their ability to navigate the current navmesh, and in my observations causing them to act erratically. Also you will have the scientists endlessly shooting at the animals, but never be able to hit them, as there seems to still be something missing in the ai code for them to properly target them. As well as spamming rcon with numerous error messages. Just give @Steenamaroo time to figure out if it is possible for him to fix the plugin. It might be that we will have to wait for an update on the ai and nav_grid from FacePunch before it can be sorted out and fixed. I for one am happy to wait for a proper fix and not a "spit n duct tape" fix.
     
  16. yah i cant even spawn scientists with build plugin
     
  17. Thanks again, @Pegasus

    I think I'd want parachutes restored and APC/NPC to happily ignore each other, at very least, before I push an update.
    I don't think there's any point trolling you guys with updates, particularly when you have to enable experimental navgrid to even try it.

    Realistically, I'll probably work away at bits and bobs and wait to see what Thursday (or maybe forced wipe) brings, if that's cool.
    It won't be forgotten, though, and the support is much much appreciated. :)

    If the worst comes to the worst and progress is slow, I'll push an update with parachutes and launch site removed.
     
    Last edited by a moderator: Aug 26, 2017
  18. Thanks for all your hard work. will wait for actual update. I had a problem when with previous server host (Multiplay) experimenting to get my server up and running (and failing) = result was no server for over 2 weeks at Christmas holidays and lost 90% of my players who got sick of the server on/off everyday, so i will wait and enjoy the game till the new update,
    also game change has stuffed the game animals up, they are just standing on top of rocks all over the place, CAS spawns have gone weird , all the zombies are wandering around the map in big groups , must be tribal :)
     
    Last edited by a moderator: Aug 26, 2017
  19. I can't seem to find my startup batch file for my server. Do you know the file path for it or something that I'm missing to run nav_grid?
     
  20. You are welcome. keep up the hard work, I am sure you're trying. And I Surely appreciate it for sure!! I am sure this isn't forgotten, love this plugin over other NPC plugins. Absolutely love being able to set custom spawns. Before the "breaking" had to disable launchsite and set a custom one as the default "center" spawn point was having some of the npcs clip into the underground supply tunnel near the launch pad. SO I just set a custom spawn closer to the factory building (the BIG building). Worked like a charm. Then set another to the top of the same building on the helipad to "guard" the loot up top. Definitely made you have to "work" for that loot up there. So even when the scientists are officially in, I still plan to use them, as I like being able to give them kits, instead of just having the boring hazmat suits. Am really looking forward to when you can code them so they will stay in a radius and even "patrol". Again thanks for all your hard work, and keeping us informed that you're still working on it!

    It really depends on if you are Hosted or run your own dedicated box. For me I use Gameservers, and ours is found in the config. tab. Just add + nav_grid 1 in the block of text somewhere, (as long as it doesn't break any other command lines) I just added it to the end to avoid accidentally breaking a command line. But I only know where to find it for our host, and I am sure other hosts are different. Hope that helps.