BotSpawn

Moved

Total Downloads: 11,686 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018

5/5, 81 likes
  1. Update will just be #753 with chutes and airdrops removed, unless a fix for that is found, so you could just run that copy with those things manually disabled.
     
  2. sorry i didnt understand that "...just run that copy with those things manually disabled."
     
  3. Just don't turn on "chutes" or "Airdrop" in config - They won't work, for now.
     
  4. assets/prefabs/npc/scientist/scientist.prefab (Spawnable) Population is null, entity spawned from outside the spawn handler?

    how to fix ?
     
  5. That message has no consequences.
     
  6. # ZeusGOD I get a continuous message just like that for the zombies in Custom Animal Spawns, plugin, still works and doesnt seem to slow the server down, its a pain but you can live with it,
    it seems that the tank does not like the bot though ?
    {
    "Options": {
    "Ai_Falling_Disable": true,
    "Animal_Safe": true,
    "APC_Safe": true,
    "Bots_Drop_Weapons": true,
    "Cull_Default_Population": true,
    "Ignore_Animals": true,
    "Ignore_APC": true,
    "Reset": true,
    "Reset_Timer": 600,
    "Suicide_Timer": 300,
    "Supply_Enabled": false,
    "Turret_Safe": true,
    "Upper_Bot_Limit": 100
    },

    Calling 'OnEntityDeath' on 'RustIO v2.13.0' took 318ms
    NASA Police[59800969/76561190006813471] was killed by bradleyapc (entity)

    This plugin seems to be running great,(apart from above) they are all wearing the "kits' and "names" assigned to the different monuments, will have to see how far they wander around the map from their assigned spawn areas,
    any chance of adding the new monuments (gas stations and supermarkets) as default locations ? and possibly lighthouses ?
    Thanks for the patience and the hard work,
     
  7. Indeed. :) Now that we're 'back' the plan is to fix chutes/airdrops, work on keeping bots close to their location and bring in the small monuments.

    Going on memory but I think I left lighthouses out because half of them will probably spawn in the sea. I'll include them and write a workaround for that; Maybe just spawn them in-land a bit, or something.

    @ZeusGOD - Fuji has kindly furnished me with some code to prevent that warning although, as I say, it's of no consequence so you can happily ignore it for now.
     
  8. Thanks I did not think about the catch with the lighthouses, maybe just the "new" monuments would be a better idea, they seem to be working ok, only get an occasional "death by bradley" so it must be "one bot in the wrong place at the wrong time" kind of thing, shows up on deathnotes as well (winning or losing against players) so all good
     
  9. Working again with the "unofficial" update. Other than the "warning" spamming console, all seems to be working again. Also a note for others, adding +nav_grid 1 is needed (at least for me) so bots don't just stand there, and doesn't seem to effect animals anymore either. Great job @Steenamaroo !! Can't wait for the official release. Hope you can get their wandering radius sorted out, and hope you can later with the full introduction of the Scientist AI make it so we could maybe set up patrol routes. Again great job!!
     
  10. It's the default setting as of last night's update, but some server providers may be overriding it.

    Thanks for pointing that out! :)
     
  11. Hey Steenamaroo! Hope your good i use Bradley control plugin too and see this
    Code:
    Calling hook CanBradleyApcTarget resulted in a conflict between the following plugins: BradleyControl - False (Boolean), BotSpawn (False (Boolean))
    any workarounds? thanks mate :)
     
  12. Hey man,
    It's just a harmless message but it'll be gone in the next V. :)
     
  13. Another thing of note. Mostly for those running the plugin with the new WIP ai and nav grid, if you set a custom spawn on the terrain (not a POI) they wil either "teleport" to the nearest rock formation or other prefab entity. If they stand on the terrain for too long, it seems they can't use the nav mesh (the one the animals use) and b/c of the recent change FP did regarding ai (animals/new npcs) that if they can find a path within x seconds they will be despawned (NPCs) or killed (Animals). Another thing, if the bots are spawned on a POI nav grid they can navigate to and across the terrain. Just they don't like being spawned directly on the terrain. Just an fyi of small things I have noticed. Nothing I am sure Steenamaroo can do about it atm, not until FP finishes merging the Nav grid and nav mesh together so that the new ai can spawn on and navigate the terrain.
     
  14. ... i see not BOTs:

    what exactly i must to ?

    +nav_grid 1 DONE
    don't turn on "chutes" or "Airdrop" in config DONE

    ... but nothing ! :)
     
  15. Did you activate the data file?
     
  16. what datafile ?
     
  17. If you used "/botspawn add"
    go oxide\data\BotSpawn.json
    "Activate": true,
    reload BotSpawn.cs
     
  18. ....
    and if not you'll need to set "Activate": true for one of the default locations in config.
     
  19. they do seem to be working ok , have noticed a few glitches, had one "standing" 2/3rds of the way up the side of the dome, could not work out where he was firing from , he did a great fall though :)
    apart from that they are doing a good job of trying to kill me
     
  20. how to spaw 50 bots in one salvo plz ? (zombies project in process)