BotSpawn

Moved

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

5/5, 81 likes
  1. Not Now Plugin Developer is working on a Fix hope we hear some news soon ! Dont forget Facepunch is working on the for the Scientist so they keep breaking every Update the Hard work of the Coder here ! In my Opinion its a little lame that Garry or the other Staff team dont work with the Mod Community! I can understand that they wanne have her OWN Game ! But without MODS/Plugins they diddnt get new cool ideas for this Game! I really enyoy Rust but People with Families or Hard Jobs cant farm the hole Day and lose everything from Zergs or Hardcore Gamers in one Day ! Greetings JangoFett
     
  2. It does suck that Steenamaroo probably had it almost ready for redeploy for this update, then Facepunch goes and screws with the NavGrid again and probably broke all his work at trying to get it working again. I really miss these bot, b/c the new ai is much better than what I am having to use now. But, don't rush yourself Steenamaroo to push out a band-aid fix to appease the impatient.
    I totally agree there! They really should! Like you said there are many of these mods that they have used as building blocks for new features to the game.
     
  3. Hey guys,
    Cool to see so much interest regardless of circumstances.

    Heh...I appreciate the sentiments above but, respectfully, I'm just giving you folks a sneak peek at what the FP devs have in store.
    The fact that the AI and navgrid are both under development means likelihood of issues is pretty high, and we got unlucky there, but I think the shoe is on the wrong foot to suggest they've broken my work. :p

    If we get some NPCPlayer fun while it's in development that's great, and once it's all out there and solid we'll have a solid plugin for the long term. :)
     
  4. I am sure that most of the prob lies in that the system isn't fully finished yet. And am sure once they "put the shoe on the right foot" and tie the laces that you'll be able to have it up n running again in no time. It is good to see that FP has moved forward with the progress of the ai system and navgrid that your bots use. But until they tie it all together all any of us can do is wait patiently.
    Again thanks for keeping us updated, both with progress, and that you are still here waiting like the rest of us! Keep up the great work!! Can't wait to drop bots on my players again! :p
     
  5. Same here.
     
  6. hope its note happen like the bp plugin ! first works perfect later facepunch deleted all fragments & July 16 Version and finnally Plugin Dev decided not puting more afford in coding because off pointless or too much work sadly-.- I was a fan of BP system btw
     
  7. Unless the AI development gets completely abandoned, I can't see that happening. :)
     
  8. Any idea when the band-aid fix might go live so that bots spawn again? Not pressing you, just curious. I just started my first server and I'm excited to see how it works.
     
  9. One way or other, I'm aiming to post something on Thursday night.
    Setting parachute scenarios aside, what are people (on nav_grid true) having trouble with right now?
     
  10. At least for me, the bots are not spawning at all. I think a couple others have said the same.
     
  11. Yes. Bots do not work at all. The console has a lot of errors. As written above.
    boring on the server without this plugin (((
     
  12. add
    +nav_grid 1 ^
    you server start files
     
  13. Where should I put that commands? F1 Console or config file?
     
  14. Server start file.
    start.bat
    as I understand it
     
  15. You can also put the following into your server config as well:

    ##Speed up server load and disable AI/Animal Movement(saves cpu for client work)
    nav_disable "false"

    ##Speed up server load people can join server while its loading navmesh
    nav_wait "true"

    Does the same thing ;)

    Note: the nav_wait you can set to false so it loads the nav_mesh while the server is loading for faster start-up but it can cause "chugging" while server is starting up. Hence why I prefer to have it true so there is no "chug"
     
  16. dunno if this has been said before or not, i currently have the plugin uninstalled on my server and today ive had players tell me that there are scientists running around that take like 10 head shots to kill and i have no idea why they are spawned in, i haven't spawned them in so im confused, anyone got any ideas?
     
  17. if you enable Nav_mesh then scientists spawn as standard. They have mega HP but aim for shit
     
  18. i havent touched the Nav_mesh
     
  19. then your host must of added it to your command line as what you have described is exactly what happens when Nav_Mesh is enabled.
     
  20. only thing in my command line is nav_grid 1