BotSpawn

Moved

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

5/5, 81 likes
  1. Steenamaroo updated BotSpawn with a new update entry:

    1.1.8

     
  2. So this will make them appear again?
     
  3. Yes.
    'nav_grid true' is default now so unless you or your provider override it, the plug will work.
     
  4. Awesome seems to be working decently. Question, anyway to have them drop different dur. on the weapons? and what does supply enabled mean?
     
  5. Are you asking if weapon durability can be decreased, because it's used? If so, maybe. :)

    Supply option is detailed in overview.
     
  6. Yes to the durabilty, also if possible when we can make custom kits if they drop of the ammo amount can be variable. Essentially I'd like a loot table they pull from containing different weapons and different ammo amounts (doesnt have to relate to what they are firing). I was also thinking hoping someone uses this mod and is able to create an event using them in terms of a deathmatch or team DM or a waves kinda thing. Wish I knew more. Great plugin, <3 it
     
  7. now getting this error
    Failed to call hook 'OnNpcTarget' on plugin 'BotSpawn v1.1.8' (NullReferenceException: Object reference not set to an instance of an object)
    Failed to call hook 'OnNpcTarget' on plugin 'BotSpawn v1.1.8' (NullReferenceException: Object reference not set to an instance of an object)
    at Oxide.Plugins.BotSpawn.OnNpcTarget (.BaseNpc npc, .BaseEntity entity) [0x00000] in <filename unknown>:0 at Oxide.Plugins.BotSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00000] in <filename unknown>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (HookMethod method, System.Object[] args) [0x00000] in <filename unknown>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00000] in <filename unknown>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00000] in <filename unknown>:0
    Failed to call hook 'OnNpcTarget' on plugin 'BotSpawn v1.1.8' (NullReferenceException: Object reference not set to an instance of an object)
    at Oxide.Plugins.BotSpawn.OnNpcTarget (.BaseNpc npc, .BaseEntity entity) [0x00000] in <filename unknown>:0 at Oxide.Plugins.BotSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00000] in <filename unknown>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (HookMethod method, System.Object[] args) [0x00000] in <filename unknown>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00000] in <filename unknown>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00000] in <filename unknown>:0

    went to config and this is all thats in it as default
    {
    "Options": null,
    "Zones": null
    }
    I have already restarted the server and still the same
     
    Last edited by a moderator: Sep 18, 2017
  8. Did you wipe config+data as per update notes?
    [DOUBLEPOST=1505697343][/DOUBLEPOST]
    Custom loot drops was on the to-do list although everything got set aside for a little while there.
    Expect custom loots drops and small monuments in the near future. :)

    Events could easily be a thing too..I'd love that!
    Would definitely have to get a better handle limiting their travel distance etc first but yeah...noted!
     
  9. One more quick one for the night. Can you NOT set custom spawns in landmarks? I tried to set one on top of Launch and they spawned but quickly disappeared, then I tried inside the launch building and they didnt even spawn in.
     
  10. I think maybe part of your first sentence got cut?

    Custom spawn points are going to be hit and miss. The AI may or may not be able to walk on certain terrain, buildings, objects etc.
    Seriously, read the overview!
     
  11. MuffinStuffer, I am getting a similar issue like you. I am using customspawns to test out kits before sending them off to the actual locations i want. I tried it in the middle of a grass plain. They spawn but then quickly despawn a few moments later. Is there something wrong on our side or is it the plugin? If so can it be fixed? Custom locations would help alot.
     
  12. removed all files and plugin several times and reinstalled several times, now working,
    thanks for the hard work yet again, although am puzzled why default for Attack_Apc is set to true, suicide missions maybe ?
     
  13. lol. Must have just left it on true without realising.
    Yeah, false would make more sense. :p

    Rust defaults are now nav_disable false and nav_grid true, as far as I know.
    If you, or your provider, override either of these, things won't work.

    If bots are despawning in open grass areas, I'd say that's probably the reason.
     
  14. Potential conflict with BradleyControl plugin?

    (23:55:17) | Calling hook CanBradleyApcTarget resulted in a conflict between the following plugins: BradleyControl - False (Boolean), BotSpawn (False (Boolean))
     
  15. Safe to ignore. Thought I had removed it, actually.
    I'll get it next time. ;)

    Thanks.
     

  16. Alright, where could I enabled the Nav Grid? I'm using RSM (Rust Server Manager) and I have Nav wait turned on.
     
  17. I don't think is the plugin's fault, it is more likely Rust's. FP is currently "buttoning up" the Nav_mesh (animal navigation) + Nav_grid (New AI Navigation), so it seems as a side effect of this, the new AI can't be directly spawned on the Nav_mesh. FP had made it so if AI (animal or NPC) can't find a path to navigate they are either killed (animals) or despawned (NPC). If you set the custom location near any rock formation the NPCs will sometimes teleport to the rocks (part of nav_grid), but if they can't "find" the rocks in time they are despawned. So until FP finishes their work on buttoning the nav_mesh + nav_grid together, you probably won't be able to set spawn on the terrain. However you can set set spawns at the new smalluments. And they will wander from a POI to the terrain without despawning, just can't spawn "on" the terrain directly atm.
    This one is troublesome, have had the same issue. Inside or on top of the factory don't work atm, but you can set spawns "around" the factory. But they do seem to wander off, and even clip through the walls around launchsite.

    @Steenamaroo Great job yet again man! Keep it up man! Can't wait till you can nail the NPCs wander radius down.
     
  18. @Steenamaroo Just curious, is there anyway you could add an option for min/max number of bots to be spawned? Maybe add an option to turn this on/off? If not now; b/c the current problems with the new ai/nav_grid; possibly in the future? Maybe when you can get their wander radius nailed down and/or can allow them to be assigned routes? Would love to be be able to set up random size wandering groups. Just an idea. Great work again!
     
  19. ... whats the Different between Version 1.1.7 and 1.1.8 ?
     
  20. odd !
    (18:33:26) | [Death Notes] Warehouse 2 Security was shot in the Body by Warehouse 2 Security with a Assault rifle from 7.35m.

    (18:33:26) | Warehouse 2 Security[91390498/76561190007924836] was killed by Warehouse 2 Security[91389475/76561190009118275]
    (19:19:58) | [Death Notes] Warehouse 2 Security was shot in the Body by Warehouse 2 Security with a Assault rifle from 0.57m.

    (19:19:58) | Warehouse 2 Security[91737647/76561190000158126] was killed by Warehouse 2 Security[91738070/76561190009060705]
     
    Last edited by a moderator: Sep 18, 2017