BotSpawn

Moved

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

5/5, 81 likes
  1. Typing nav_grid into console will tell you if it's on or off.
    If it's off, your provider has set it that way. Add nav_grid true to your startup command.

    If you don't have access, or it remains false regardless, contact your provider and ask for it to be enabled.
    [DOUBLEPOST=1505732371][/DOUBLEPOST]
    I'm not 100% sure how this does, or doesn't work.
    What you describe is exactly what happens with bots in the air (parachute bots), but it's not instant.
    After about 10 seconds or so, they are killed by the server.

    I'm haven't seen a problem with bots on open terrain, though.
    [DOUBLEPOST=1505732771][/DOUBLEPOST]
    Hi,
    Can you elaborate a bit? A global figure, or per monument?
    What's the goal?
    [DOUBLEPOST=1505732812][/DOUBLEPOST]
    Almost certainly crossfire. They'll have been going apeshit over a bear or player or something.
    NPCPlayers don't intentionally target each other, but maybe I should add an option to null friendly fire amongst them.
     
  2. its only at one of the monuments, have tried reducing number from 3 to 2 but they are still shooting each other, they are supposed to ignore animals and are killing each other when there are no players around them, . its not a big deal , its just funny
     
  3. If you can find out what they're shooting at that would be very helpful.
    I don't see how they'd be targeting each other intentionally.

    NPC vendor, maybe? Godmode sleeper?
     
  4. Just keep in mind the console spams with that message. It doesn't just popup once.
    Code:
    (09:11:59) | Loaded plugin BotSpawn v1.1.8 by Steenamaroo
    (09:11:59) | Calling 'OnServerInitialized' on 'BotSpawn v1.1.8' took 433ms
    (09:11:59) | [Magic Description] Server description updated!
    (09:12:00) | Calling hook CanBradleyApcTarget resulted in a conflict between the following plugins: BradleyControl - False (Boolean), BotSpawn (False (Boolean))
    (09:12:02) | Calling hook CanBradleyApcTarget resulted in a conflict between the following plugins: BradleyControl - False (Boolean), BotSpawn (False (Boolean))
    (09:12:04) | Calling hook CanBradleyApcTarget resulted in a conflict between the following plugins: BradleyControl - False (Boolean), BotSpawn (False (Boolean))
    (09:12:06) | Calling hook CanBradleyApcTarget resulted in a conflict between the following plugins: BradleyControl - False (Boolean), BotSpawn (False (Boolean))
    (09:12:08) | Calling hook CanBradleyApcTarget resulted in a conflict between the following plugins: BradleyControl - False (Boolean), BotSpawn (False (Boolean))
    (09:12:10) | Calling hook CanBradleyApcTarget resulted in a conflict between the following plugins: BradleyControl - False (Boolean), BotSpawn (False (Boolean))
    (09:12:12) | Calling hook CanBradleyApcTarget resulted in a conflict between the following plugins: BradleyControl - False (Boolean), BotSpawn (False (Boolean))
    (09:12:14) | Calling hook CanBradleyApcTarget resulted in a conflict between the following plugins: BradleyControl - False (Boolean), BotSpawn (False (Boolean))
    (09:12:14) | Unloaded plugin BotSpawn v1.1.8 by Steenamaroo
     
  5. Thank you for bringing these back. I mi
    I dont have BradleyControl installed and do not receive any of these errors and have no problem with the AI
     
  6. Would probably want it to be per POI/custom spawns. The goal is to have it spawn a random number of bots when they spawn/respawn. Like if I set it as; Min: 3 Max: 8, it would spawn/respawn between 3-8 bots at the POI/custom spawn. I love this plugin as it adds a great dynamic to the game, just thought this could add more randomness. Therefore Players can't just be like, "Ok there are 3 here at the Dome, all I gotta do is find and snipe em and I am good". With this feature, you never really know just how many might be there "this time". Same for custom spawns. Would like to add random wandering "raiders" around the map (whenever we can spawn them directly on the terrain again [not your fault I'm sure]), And if/when you can get it so we can set their wander radius and/or patrol routes would love to set random size patrols for the roads. Just want to add that flavor of danger and never knowing how many enemies there are at a given location. Another idea to add to that randomness could be min/max respawn times as well (per POI/spawn of course). Then players can't just figure out the respawn time and either camp it or know they got say 10 min to loot n run.

    As far them on open terrain, they can wander to it from a POI just fine, but spawning directly on it seems to cause them issues with being able to find a nav path in time before they are despawned by Rust.
     
  7. I like the idea of random ness. That and having their loot drop from a table that pulls random items with random durability
     
  8. hey i really want to try this addon but the data files arent in my addons?
     
  9. Hi Steenamaroo.
    I love botspawn..great work :)
    I had this running perfectly before the Bradley update.

    I installed the new version today.
    Now however I can't seem to get bots spawning in Launchsite, Satellite, Dome, Harbour.
    Hopefully it's just me doing something stupid.
    Attached is my config file.
     

    Attached Files:

  10. For me Sat and Dome will spawn, but end up despawning either b/c they spawn on the terrain or spawn on parts of the POI (it seems those nav grids aren't fully finished.). As for Launch, they spawn out near the outside rocket, usually in the trench that goes to the underground area there. Sometimes they will clip into the walls in that area. I just set it to false and set up custom spawns near the factory/hanger building and works pretty good. They do tend to wander off though. Harbors are another that sometimes they will clip into the POI's nav_grid and will either be on the ground under it (on the coastline) or in the water. For that try tighten the radius, I found that 10-20 works pretty well, as this is the spawn radius and they spawn inside of said "circle". Hope that helps!

    On a side note:
    Not sure if this is b/c of the recent change in the latest release of botspawn, but when I unload the plugin, wipe/delete the config, data and lang files and install v 1.1.8 the animals have stopped moving again. Checked to see if nav_disable was set to true/false and found it is set false, so they should be moving. Dunno if anyone else is having this issue with the newest version.
    -edit- Ok some will move if they attack you (Wolves, bears, boars) but not always. But Deer, chickens (<No biggie there) & Horses are stuck on stupid lol
     
    Last edited by a moderator: Sep 18, 2017
  11. I`m having a problem. I removed all the files ( data, config, lang, plugin) and reinstalled the updated version, but it doesn`t seem to work for me.
    I have no error messages coming up in console, however, my bots aren`t moving or attacking. they just stand still and not doing anything.
    All i did was setting nav_grid , nav_wait to true, and nav_disable false on starting up the server and set the activate option to true in the configfile because it was set to false by default. Any ideas?
     
  12. also do in console - nav_grid 1
     
  13. "nav_grid true" is not same as "nav_grid 1" ??
     
  14. Few pages back someone quoted that fix worked for me so it must be something extra needed as well it seems give it a go and confirm .:)
     
  15. I did try both at one time or one each, it didn`t work for me T.T I may have to wait till the next update.
    [DOUBLEPOST=1505761028][/DOUBLEPOST]I found this error showed up just once. could this be the problem of bot standing still?
    Code:
    Failed to run a 5.00 timer in 'BotSpawn v1.1.8' (NullReferenceException: )
    at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NavMeshAgent] () [0x00000] in :0 at NPCPlayerApex.get_GetNavAgent () [0x00000] in :0 at NPCPlayerApex.Resume () [0x00000] in :0 at Oxide.Plugins.BotSpawn+c__AnonStorey1.<>m__0 () [0x00000] in :0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in :0
     
    Last edited by a moderator: Sep 18, 2017
  16. Your provider may be overriding these settings. I'd submit a ticket to rule it out.
    The error above is result rather than cause.
     
  17. Why dont i have config files after addon install please?
     
  18. Did you install the .cs file into your plugins folder?
    Was there confirmation of it loading in console? If so, did it say "creating a new config file" ?
    If not, were there any errors?

    Do /botspawn chat commands respond?

    You should have BotSpawn.json in /config, /data, and /lang/en
     
  19. The spawn to player location worked but i am using clanforge and multiplay and cant find the config file anywhere
    [DOUBLEPOST=1505770014][/DOUBLEPOST]
    i just clicked add mod in the clanforge options and no file
     
  20. Oh, sorry. I can't really help then.
    Suggest you contact Clanforge to ask if config/data are accessible. Most likely someone around here will know, though.

    Have you used plugins like this before, and do you have access to their configs?