Option is already in the WIP version, although BC will do it too.
BotSpawn
Moved
Total Downloads: 11,685 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018
- 5/5, 81 likes
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its not the plugin that is making the animals "dorky" , i have sent a F7 (in game) complaint to devs that animals are not working properly since navmesh update , i find them just standing on rocks and small buildings doing nothing at all. its weird to see a horse on a "bus shelter" roof
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pookins, are you talking about after adding "+ nav_grid 1" ?
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Steenamaroo, how long to wait for a plugin update? I'm waiting this update for a couple of days. I am with my friend try to write "+ nav_grid 1" do not effect in our server it`s no work
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i do not touch the navmesh or navgrid at all , when the devs fix the problem i wont have to undo anything. i still have Custom Animal Spawns (180) all over the map (even though after game update they are now "grouping" together , especially the zombies) to keep players busy, I try not to play around with the game setup if i can help it, as i have had bad experiences with my old server host "fiddling" around with it and having no server for up to 2 weeks at a time,
Glad to say Streamline know what they are doing and with ftp access i can only blame myself it i kill the server -
The latest version of the Navmesh Grid has been merged to main.[/QUOTE]
Cool, just checking.
I switched over to be able to work on BotSpawn so I don't really know what animal AI is doing in the vanilla game right now.
Thanks. -
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Some have chosen to enable it in its current state although I can't recommend that as it may introduce bugs or other issues.
If you're wanting to try it and having no success, it's possible your host overrides that particular option.
It might be worth asking them.
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No updates but plenty of work done.
- Spawn timers are per-monument
- Unused config options removed
- Default scientist population disabled is true/false in config,
- APG ignores NPCPlayers - true/false (properly - although I think an oxide update is required for that to be public)
- NPCPlayers ignore APC - true/false
- Invincibility whilst falling actually works.
- Kits related NRE fixed
All of these things will be in the next release. -
looking forward to it, this would be one of the best out of the 49 plugins i have running
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even with nav_grid enabled I can't seem to spawn any bots at all. At the time the bots are reset this shows:
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Can we stop responding with the same problem. This dev knows about it. The last RUST update broke the plugin. Hes working on HIS plugin and cannot control what Facepunch has done. You will more than likely have to wait for a Rust update to fix any problems. Until then just be patient as the dev for the plugin is trying to fix it but also has a life and this isnt his job. Patience is a virtue
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Yannick, you most likely have parachutes enabled.
If you want to persevere with the plug + experimental navgrid, you'll have to use ground spawn only or set the spawn height so low that they're in the air for less than 10 seconds. -
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An interesting command I've stumbled upon is as follows,
npcplayerapex.population "2" - 2 is the default setting, on my server at least.
If you put this straight after the nav_grid "1" setting in the cfg and set it to "0" it disables the game scientists.
This figure sets a multiplier for the amount of Game default scientists so I found that by setting it at "0" will set their max number to "0", this way I've found I can run the plugin without the other scientists interfering.
nav_grid "1"
npcplayerapex.population "0" -
Oooo, interesting. -
didnt change a thing for me
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Don't know what to say, working all well and good for me.
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