BotSpawn
Moved
Total Downloads: 11,688 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018
- 5/5, 81 likes
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Hi Steenamaroo,
Where I can get more information about those clases: NPCPlayerApex and AttackEntity?
[EDIT] Nvm, found where they are.Last edited by a moderator: Sep 21, 2017 -
Hello I manage not to take forward them
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I've been able to replicate this.
It's not consistent but it does seem that once in a while a bot will ignore his targeting rules.
I'm not sure why yet, but I had a few bots in a large group ignoring Vanish and targeting other bots. -
I wish the bots could successfuly target animals. But they can't hit a barn door when it comes to it . lol 1 wolf will always beat 20 bots.
actually shot guns may win but only because of spread. -
I was wrong ^^^.
Damage and on-screen graphic is all nulled if they "miss". -
I have this Spam
Calling hook CanBradleyApcTarget resulted in a conflict between the following plugins: BradleyControl - False (Boolean), BotSpawn (False (Boolean))
What is this? -
It's punishment for something you did in a previous life.
[DOUBLEPOST=1506018270][/DOUBLEPOST]Really though, it'll be gone in next V. Harmless. Ignore for now. -
And whats this?
Failed to run a 5.00 timer in 'BotSpawn v1.1.8' (NullReferenceException: )
(21:02:24) | 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 -
Same. Ignore for now.
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I had this when the Bradley killed an NPC. Usually by running them over if they collideIn console check to see if an NPC was killed y the apc prior to this message.
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hmm issues this update. bots spawn and vanish almost straight away.
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Rickne, that's not issues this update. That's issue for about the last 6 weeks or so.
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Steenamaroo,
I'm improving your BotSpawn system a bit and was able to adjust dynamically their shooting range and other things like communication between bots (if one is being attacked by a player tells other bots nearby there's someone attacking ) and make them shot from far distances if you trying to snipe them.
Also there's a way to cancel bot 2 bot damage (I'm also working on it) but no way to make bot damage animals. -
Hey man,
You could prevent bot to bot damage with object OnEntityTakeDamage.
If attacker and victim are NPCPlayer, return.
That said, damage is a symptom. The point is they shouldn't attack eachother.
As it stands, GetWantsToAttack hook lets us stop the NPCs getting certain targets,
but if they're hurt by someone they will target that person regardless. That's the cause of the occasional bot V bot action, and I didn't realise that until recently.
One bot shoots at something and hits another by mistake - Second bot targets the first and kills.
Same is true if you are in vanish. Shoot a bot once and he will retaliate.
Shooting range. Yeah, that's a cool idea.
I've been holding off on adding new ideas because, to be honest, the core of the thing barely works.
I didn't expect NPCPlayers to be in development for so long and that's my mistake so, right now, I'm more or less waiting it out because who knows what will be changed/removed/added in the near future. -
Yeah,
I've also been waiting for AI to be a bit more mature as things are changing internally every now and often. It's actually hard to do things without any documentation only by reading decompiled bits of code.
I'm now trying to give AIs custom targets (before player get in their effectiveRange).
Regards, -
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... whats new or ChangeLOG ?
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