BotSpawn

Moved

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

5/5, 81 likes
  1. ok cool thanks

    Do they still wander off?
     
  2. You bet your ass they do! :) lol
     
  3. Hello, I don't see anymore "Reset_Timer": 300 is this normal in the new config?
     
  4. Hi @weaklinks

    No, it should still be there. Maybe it got manually removed somehow?
    Back up then delete your config, to make sure. :)
     
  5. my apologies it was moved from the top to each spawn location. Thank you for this plugin.
     
  6. Oh, of course! I lose track.....
    No probs. Thank you. :)

    Actually, there should be Respawn_Timer per monument, and Reset_Timer as a global option.
    Is that not how it is?
     
  7. that is how it is on mine,
    as for the bots attacking each other , it was only in one location and i seem to have solved it by reducing the number in that location to 2, anymore than that and they kill each other

    well i spoke too soon, even though i changed their names, removed ammo from inventory (it was a bonus for loot) and changed their "name" for that area, they still shoot each other on a regular basis,
    [Death Notes] Plant Security was shot in the Body by Plant Security with a Assault rifle from 3.81m.
    Plant Security[115801149/76561190000247233] was killed by Plant Security[115800702/76561190004465223]
     
    Last edited by a moderator: Sep 21, 2017
  8. Hmm, didn't see them spawn at an airdrop
     
  9. Hey,
    If Airdrop is enabled in config the bots will spawn on the ground at the landing point, as the crate leaves the plane.
    ^^ They'll be there before it lands.

    If you called the drop with a supply signal, you'll need to have that option enabled in config too.

    It is tested, but let me know if you have trouble.
     
  10. Will test again, saw the plane well in advance and was there waiting for em. while it was still high in the sky and they didnt show up. will give it another go though.
     
  11. Yeah airdrop bots didn't show for me either. Wonder if it's a conflict with Fort wars or not.. Not tried on vanilla drops
     
  12. nah not a conflict, we have a vanilla with just zombies and this. the monument scientists show fine, just not the airdrop ones.
     
  13. Thanks @Rickne
    The bots are spawned OnEntitySpawned if the entity name contains "supply_drop", so there shouldn't be any room for conflicts or issues with airdrop plugins.
    I'll fire up the server and check it out shortly. :)
     
  14. I have to say though this plug in works way above expectation so far. Really impressed the way they bots hunt you down.
     
  15. Maybe this isn't something you can fix but thought I'd report anyway: When using the Vanish plugin along with this one, I get this error when I approach the tank as "vanished" admin and I get rekt:

    Calling hook CanBradleyApcTarget resulted in a conflict between the following plugins: Vanish - False (Boolean), BotSpawn (True (Boolean))
     
  16. The AI work itself is 100% facepunch, I'm just delivering it, but thank you for the kind words.
    I just called a few drops and bots appeared around me just as the crate itself was spawned.

    They did bunch up on a nearby rock, though, so I guess you could be having disappearing bots, still?
    [DOUBLEPOST=1505923770][/DOUBLEPOST]
    Yeah, thanks for reporting. That's rectified but I forgot to add it in the last update.
     
  17. If i set warehouse , 1 , 2 to activate : true , I get the following

    Code:
    (22:44:09) | Loaded plugin BotSpawn v1.1.8 by Steenamaroo(22:44:09) | BotSpawn v1.1.8: Failed to load config file (is the config file corrupt?) (Unexpected character encountered while parsing value: T. Path 'Zones.Warehouse2.Activate', line 173, position 18.)(22:44:09) | Failed to initialize plugin 'BotSpawn v1.1.8' (JsonReaderException: Unexpected character encountered while parsing value: T. Path 'Zones.Warehouse2.Activate', line 173, position 19.)(22:44:09) | at Newtonsoft.Json.JsonTextReader.ReadAsBoolean () [0x00000] in <filename unknown>:0at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.ReadForType (Newtonsoft.Json.JsonReader reader, Newtonsoft.Json.Serialization.JsonContract contract, Boolean hasConverter) [0x00000] in <filename unknown>:0at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateObject (System.Object newObject, Newtonsoft.Json.JsonReader reader, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, System.String id) [0x00000] in <filename unknown>:0(22:44:09) | Failed to initialize plugin 'BotSpawn v1.1.8' (NullReferenceException: Object reference not set to an instance of an object)(22:44:09) | at Oxide.Plugins.BotSpawn.Loaded () [0x00000] in <filename unknown>:0at Oxide.Plugins.BotSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00000] in <filename unknown>:0at Oxide.Plugins.CSharpPlugin.InvokeMethod (HookMethod method, System.Object[] args) [0x00000] in <filename unknown>:0at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00000] in <filename unknown>:0at Oxide.Plugins.CSharpPlugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x00000] in <filename unknown>:0(22:44:09) | Unloaded plugin BotSpawn v1.1.8 by Steenamaroo(22:44:09) | Previous version of plugin failed to load: BotSpawn
    
     
  18. Check your syntax at Warehouse 2: Activate.
    The error suggests the comma was dropped, or something like that.
     

  19. ill check some more. it seems if i activate warehouse i get issues. One instance the bots spawned naked and didnt move. I used the same kit at RADTOWN and the kits /bots spawned normal. Ill double check but seems consistant so far.
     
  20. Really, your config is corrupt.
    Open it and check the "true," setting for warehouse2.

    I just set mine to "trues," and got your error.