BotSpawn

Moved

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

5/5, 81 likes
  1. i am wondering if its not a good idea to just close comments till its fixed, all you are getting is the same "its broke" post
     
  2. Hello, Steenamaroo I found a problem, please look at the picture
     

    Attached Files:

  3. Hi Rick,

    Long story short, Ai was in-game for a while and now it's not.
    I didn't anticipate that possibility.

    I'm not going to recommend people enable/disable experimental features on their servers because I can't tell you what other issues doing so might introduce so, until the AI is back in game officially, BotSpawn is taking a break.

    Thanks for the report, all the same. :)
     
  4. Thank you for your reply. I deleted the BotSpawn plugin now
    The server is running properly
    I hope you can improve the BotSpawn plugin in the future. This plugin is really great, come on!
     
  5. No probs.
    When the AI and nav_grid are both part of Rust (default) the plugin will function again as it did before,
    with the exception of the parachutes, maybe.

    Thanks for the support. :)
     
  6. the plugin is not working, installed without any configuration.
    Code:
    [09/09/2017 21:54:42] 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 <filename unknown>:0
      at Oxide.Plugins.BotSpawn.SpawnSci (System.String name, Oxide.Plugins.MonumentSettings settings, System.String type) [0x00000] in <filename unknown>:0
      at Oxide.Plugins.BotSpawn+<FindMonuments>c__AnonStorey7.<>m__0 () [0x00000] in <filename unknown>:0
      at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0
     
  7. I removed the "nav_grid" and "nav_disable" because otherwise, my server ends up delirious. I can move but all the pnj are frozen even the helicopters in the sky. I will wait wisely a nice update of this excellent plugin :)
     
  8. bots are fighting the bradley. is there a setting to fix this?
     
  9. The unreleased copy addresses this.

    I've said a number of times I'm not pushing updates but, I guess, if some people are still persevering I could drop and update that handles animal and bradley relationships properly, since the hooks are there now.
    Leave it with me. :)
     
  10. would love this! we are making a just fro fun recording server so would be great! thank you for the hard work!
     
  11. Hello. Ok but why ? Too difficult ?
     
  12. no attack on players, animals. problem....
     
  13. Because the AI is no longer in Rust, for the time being.
    To make this work you have to enable experimental/unreleased Rust options which, by all reports, cause plenty of other issues.

    Once they are part of the game again, officially+vanilla, I'll pick up work on this.


    For anyone happy to experiment, the attached version has some updates/fixes.
    • Spawn timers are now per-monument
    • Uneeded config options have been removed (wipe config)
    • lang file has been added
    • Kits related NRE fixed
    • APC ignores bots (config true/false)
    • Default rust scientist population is culled (config true/false)
    • Bots are ignored by APC (config true/false)
    • Bots ignore animals (more efficient - config true/false)
    • Bots ignore vanished players.
    • Invisibility whilst falling works now (although parachutes in general do not...for now)
    • default bots no longer spawn immediately when creating custom spawn points.
    I'm not not working on it - I just don't want to push releases whilst an experimental or unfinished nav_grid is required.

    *Probably best to start with a fresh config and data file.
     

    Attached Files:

  14. Not that it is too difficult, it is b/c FP took the new ai code and merged it to main, as well as the new nav grid that the ai uses. What this means is that while Steenamaroo could release his new updates that he has done it might not work correctly as the scientist ai and the nav grid they use are not fully working while FP is testing, implementing it. Since this plugin uses said ai and that nav grid it will cause plenty of issues, not to mention will probably spam server console with errors. Steenamaroo has stated he would prefer to give us a properly working plugin. I for one would prefer to wait until he can release it working as intended w/o errors/issues.
     
  15. no shooting at players. what is the problem?
     
  16. I apologize if i missed something but I'm still receiving the following error:

    Loaded plugin BotSpawn v1.1.8 by Steenamaroo
    Calling 'OnServerInitialized' on 'BotSpawn v1.1.8' took 537ms
    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 v1.1.8' (NullReferenceException: Object reference not set to an instance of an object)
    at PlayerInventory.Strip () [0x00000] in <filename unknown>:0
    at Oxide.Plugins.BotSpawn.SpawnSci (System.String name, Oxide.Plugins.MonumentSettings settings, System.String type) [0x00000] in <filename unknown>:0
    at Oxide.Plugins.BotSpawn+<FindMonuments>c__AnonStorey7.<>m__0 () [0x00000] in <filename unknown>:0
    at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0

    I currently have : nav_disable "False" and installed the attached version with fresh configs.

    I would appreciate input anyone is willing to provide. Also a thank you to @Steenamaroo for investing time to support this plugin. This is an awesome way to allow the community a chance to at least offer some new AI fun to our servers. If you release this as "updated", then people will QQ about the bugs experienced due to FP working on the AI system framework. Keep up the great work!

    ~FoX~
     
  17. Hey,
    That error means a bot was destroyed by the server and the plugin doesn't 'know' that.
    As far as I know, that's what happens if nav_grid isn't true.
     
  18. Thank you for the reply. Sadly, i am unable to mitigate myself of this error. Restarted with the new Nav settings then reloaded BotSpawn to no avail. Thanks though!

    ~FoX~
     
  19. If you have any parachuting bots you'll get that error, regardless of server settings.
    Maybe that's it?