I think when the APC kills a Scientist I get this error. Should I just make the APC safe?Code:marcelina[3105774/76561190000905277] was killed by BluntFailed 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 <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
BotSpawn
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Total Downloads: 11,688 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018
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Hi @crouchster
I think the APC kill is coincidental.
Errors like that are coming from bots that have been removed by the server due to their position.
The plugin doesn't "know" they've been removed and carries on addressing them.
Thanks for posting. -
hmm ok Steen . I got rid of that last error but still getting the naked non moving bots at warehouse. They also emit this radio chatter SFX when you get close. Its quite eerie lol. Ive removed warehouse bots for now. Its understandable there will be unexplainable bugs on something heavily in development
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Interesting...
Whether they work on any given terrain or not should have no effect on kits.
Is it possible the assigned kit is empty (forgot to do /kit name items), or the kit name is typed incorrectly?
Having said that, they should still move.
What I'd do is back up your config, then wipe it and just set warehouse1+2 to true, and add a known-to-work kit name.
If you still have a problem after that, let me know please? -
ok sure . Just to add to that i tried all my kits and all did the same.
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Weird one. If fresh config with bare minimum changed doesn't rectify it, I'll try to replicate it tomorrow.
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Bots are not hostile to me or animals and i cant find out why.
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Ensure that your kit hotbar only has one bullet-weapon. No tools...no extra items.
Either that or test without kits.
If that's still no good, make sure that ignore animals is false and/or vanish is disabled.
Also, type nav_grid into f1 console and make sure it returns true.
do the same for nav_disable and make sure it returns false. -
ok well Ive checked the code and I took from a fresh copy and pasted into my config and it works. I must be getting tired or something. Any well can confirm issue was my end. I still have the funky radio chatter SFX emitting from the bots but i can deal with that . Lets create some back story the NPCs are infact droids
. Thanks for your time Steen.
Can i also confirm while im here , Accuracy 1- 10 where 1 is the least accurate? correct? -
Yeah, the radio chatter is just part of the AI. I've made no attempt to disable that but maybe I should! -
Sorry to double post on this . Just need to confirm :
Can i also confirm while im here , Accuracy 1- 10 where 1 is the least accurate? correct? They seem bloody sharp shooters regardless. If it doesnt work right now thats fine but had to ask. -
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I think, and could be wrong, that the damage is nulled but the onscreen blood graphic is not.
I should fix that, because it feels like you're getting shot to shit when really your health is hardly going down. -
If i don't use CustomAI animals ai doesnt seem to work and can be walked through like they're in noclip. Could this be connected? -
If it's convenient to do so, do oxide.unload * then oxide.load BotSpawn in console.
Watch the output of server console or RCON to make sure everything unloads then BotSpawn reloads.
Now test - If the problem's gone, there was a conflict/issue with some other plug.
do oxide.load * to get all your other plugins back. -
I actually like the radio chatter sfx, but for some of my bots it is just weird. For example, makes sense if bots are dressed in military type gear to have that radio chatter, but my bots in bone armor....yeah just seems "off" to hear lol. So might be good idea to make it an option per POI to turn on/off.
Just curious if you will be able to do min/max bot spawns for some randomness? If not no worries, great job all the same man! Keep it up!
Another idea (for when we can spawn them directly on the open map not just POIs), would there be a way to set up multiple spawn points and have bots spawn randomly at each? I guess I could just set up dif timers, but if it could randomly choose one or more spawn locations (even randomly spawning the POI spawns could be good too), could remove the farming of the spawn locations. Not sure it would be possible to do though, but never know if ya don't ask rightLast edited by a moderator: Sep 21, 2017 -
Hey,
For sure, for sure. If you don't ask you don't get.
Random numbers within a range is certainly possible.
Random monuments/custom locations out of a set is possible too. I could add both of those.
The radio chatter is something I'd have to check into. I suspect I can probably kill it but I haven't checked for certain.
All going on the to-do list, though. -
I made kits for all the bots but when they spawn, they aren't holding the weapons in their hands and cannot attack because of it.
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