With respect, please stop posting "works", because it only encourages people to spam their errors.
BotSpawn
Moved
Total Downloads: 11,685 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018
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Hello. I have a hard time understanding this message? : "Calling kill - but already IsDestroyed!?" . Can you help me ?
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Sure,
This plug keeps a record of all the bots it spawns, and strikes them off when they are killed.
If you reload the plugin, any active bots are killed off immediately to tie up loose ends.
That explains 'Calling kill', most likely.
Right now Rust will immediately destroy any bot that is spawned, if nav_grid is false, or it will destroy any bot that strays from the terrain for too long, if nav_grid is true.
This may not be strictly factual - it's my observation.
Calling immediate kill like that does not trigger the plugin record keeping, so BotSpawn.cs still 'thinks' they're alive.
If you have nav_grid true, that message is most likely coming BotSpawn.cs trying to destroy parachute-bots who have been destroyed by Rust as a result of their invalid position.
tl/dr - If Rust destroys a bot for any reason, my plugin doesn't record it.
At some point the plugin will try, and fail, to kill the bot. -
So playing with the "nav_grip" is not really the best solution? Either no bot appears, or few appear and not long?
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we will see today what rust will show us than coffee and cookies ^^
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Having nav_disable false and nav_grid true will allow the bots to spawn on the ground and act as they should, as far as I know, but parachuting bots will be despawned and your console will be spammed.
I don't know what other issues these settings might cause and, for that reason, I'm not recommending it or pushing updates for the time being.
Right now there's no 'solution' other than waiting for this new AI to be announced and properly released, I'm afraid.
Stay tuned though - I'm waiting just like you guys.
[DOUBLEPOST=1504793002][/DOUBLEPOST] -
haha everyone hates the new recoil they should do it like it was before shoot and skill not spray and prey^^ -
Anyway to make the bots walk again? They are just standing still or is that a current issue which can't be solved?
Attached Files:
Last edited by a moderator: Sep 7, 2017 -
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Hi guys...just getting this error since yesterday...not only for the update
assets/prefabs/npc/scientist/scientist.prefab (Spawnable) Population is null, entity spawned from outside the spawn handler?
Failed to run a 2.00 timer in 'BotSpawn v1.1.7' (NullReferenceException: Object reference not set to an instance of an object)
at PlayerInventory.Strip () [0x00000] in :0 at Oxide.Plugins.BotSpawn.SpawnSci (System.String name, Oxide.Plugins.MonumentSettings settings, System.String type) [0x00000] in :0 at Oxide.Plugins.BotSpawn+c__AnonStorey7.<>m__0 () [0x00000] in :0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in :0 -
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Last edited by a moderator: Sep 8, 2017 -
FP have even dropped the scientist population for now till they fix it. I would recommend waiting till they are at least working before trying to get this awesome plugin to work. If the base code that this plugin relies on isn't complete then this plugin is on unstable foundations ;-) It will be 100% once the base code of the scientists / navmesh/grid is 100%
Steena will make sure of that!!
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Still very buggy -
Hi,what's going on ?
http://wx2.sinaimg.cn/large/726eae7agy1fjchfpiiyhj20lr0hgacb.jpg[/QUOTE] -
Have a look at the overview and thread history.
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ahaha Steena I was just about to write: FP broke it, Dev is aware but until FP fix it his hands are tied