BotSpawn

Moved

Total Downloads: 11,687 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018

5/5, 81 likes
  1. just opened a ticket with clanforge, think ill be changing host next month, the accepted addons only is a real let down
     
  2. Hello Dev.
    Thank you for your work, I've been waiting excitedly to bring bots back to my servers and I am NOT disappointed.
    My community is loving them too, so thanks for that as well. :D
    Hopefully my servers will start to see less of a cluster around the Launch Site. Setting kits with loot at other monuments, In theaory, is going to bring some interest will back to the other monuments and areas of the map.
    Can't wait to see the effects, Thanks again for the amazing work.
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    I 'think' players with lower spec machines experience lag and/or drops in FPS when fighting the bots.
    (I expected more lag, so I actually sacrificed other things for bots ^^ )
    Anyways, when I run it on my "potato" rig, I see what other players are experiencing.
    It appears the bots move very fast would be the simplest way to explain it.
    Or, keeping up with their movements drops FPS.
    (Not really sure what can be done about this since, I think, it's more of a problem of the user's rig specs.)

    I was definitely wondering if there is a setting for the movement speed of the bots anywhere?

    If there wasn't, maybe as a suggestion, add an option that adjusts move speed? (if possible).
     
  3. Hi Maxi,
    Thank you for the kind words.

    I don't think there's anything massively uneconomical going on in the plugin right now.
    For a while there was, with calculations being made on every server tick, but Wulf added hooks to lighten that load.

    I think all I can suggest is just limiting the number of bots?
    Hopefully, maybe, as FP development of the AI progresses, they'll become less server intensive.

    Thanks again! :)
     
  4. Thanks. I disabled BradleyControl and bots are working great.

    Nice work @Steenamaroo Thanks for your efforts
     
  5. do not react to the players. as before. no errors the logs.
     
  6. Hi Defiled Pig, i had a very sad year with clanforge, got so bad i had no server for 3 weeks over the Christmas period, only way they could fix it was to run it vanilla !!
    Changed to Streamline (hope they are in UK) and got full FTP access and no downtime (apart from server maintenance) great guys to deal with, I am paying half the price for more memory and more players,
    I used to drive Wulf and Resistance crazy trying to get the plugins to work, now all is good
     
  7. hey thanks for the reply, whats the streamline prices like? can you link me
     
  8. the Turret_Safe option in config, is that for AI not attacking turret or turret not attacking AI?
     
  9. Thanks Momma Pegasus :) i'll give these a go.
     
  10. Is for Turret not attacking the bot.
     
  11. Correct - Turrets will not target the bot if safe is set.
     
  12. ok when i load plugin under default the bots move and shot at players however if i set custom loot they stand still and will not shot at players or they walk around but that is all what am i doing wrong? I have also set custom locations.in console nav_grid comes back showing true.
     
    Last edited by a moderator: Sep 19, 2017
  13. You may have 'confused' them by putting something other than a weapon in the hotbar.
    If you're doing custom kits, consider the hotbar and clothing area to be for the bots, and the main inventory to be for loot-drop.

    Hand tools, melee weapons etc will not work in the hotbar, nor will rocket launchers.
    Stick to bullet-weapons only.
     
  14. thanks will try it
    will let you know how that works out thanks for the hard work you do.
    [DOUBLEPOST=1505837227][/DOUBLEPOST]thank you so much this was the issue i had not put any gun in hot bar causing the confusion.
     
  15. No probs. Easy mistake to make!

    Thanks. :)
     
  16. They can also use Bows and Crossbows as well. But yeah if they have a melee weapon or rocket launcher in their hotbar (no matter the position in the bar) they get stuck on stupid.
     
  17. Can they? Aw shit yeah! lol.
    They couldn't last I checked.

    Last I checked rockets they fired it and the projectile froze in the air, crashing the server eventually.
    Consider yourselves warned. ;)
     
  18. Yeah, have some of my bots with bow/crossbow kits and they shoot them just fine. :p
     
  19. @Steenamaroo

    Sup man, what's the minimum AI flags that need to be on for this to work? We currently have apex population and nav grid off. See below

    Code:
    (00:04:49) | Failed to run a 2.00 timer in 'BotSpawn v1.1.8' (NullReferenceException: Object reference not set to an instance of an object)
    (00:04:49) | 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__AnonStorey5.<>m__0 () [0x00000] in <filename unknown>:0
      at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0
    (00:04:54) | Failed to run a 5.00 timer in 'BotSpawn v1.1.8' (NullReferenceException: )
    (00:04:54) | at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr)
      at UnityEngine.Component.GetComponent[NavMeshAgent] () [0x00000] in <filename unknown>:0
      at NPCPlayerApex.get_GetNavAgent () [0x00000] in <filename unknown>:0
      at NPCPlayerApex.Resume () [0x00000] in <filename unknown>:0
      at Oxide.Plugins.BotSpawn+<SpawnSci>c__AnonStorey1.<>m__0 () [0x00000] in <filename unknown>:0
      at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0
     
  20. Hey Corrosive.
    If you turn off nav_grid (now on by default), the plugin won't work.