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
BotSpawn
Moved
Total Downloads: 11,685 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018
- 5/5, 81 likes
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also anyone know if this adds the bots to the oxide.users file? as mine seems to have increased in size loads? -
They released a server update 15 mins ago. Is it back? Need to wait on Oxide to update
Don't think so though, should be Bradley tweaks -
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. -
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Verifying, fixed it. Awesome!
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I had to remove them as they are dropping weapons and the Tank is targeting them
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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!!
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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. -
When bots meet the Bradley.
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Also, the plugin scientists and the Bradley fight. It's actually hilarious.
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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 ? -
wait for update
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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. -
yah i cant even spawn scientists with build plugin
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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 -
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 tribalLast edited by a moderator: Aug 26, 2017 -
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