BotSpawn

Moved

Total Downloads: 11,690 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018

5/5, 81 likes
  1. Hey, no worries.
    Yeah, for sure. That's something that could be done. :)
     
  2. As for the bots not behaving by not spawning inside caves etc , I have the same problem with CustomAnimalSpawns plugin, if you try and spawn them inside lighthouses and caves they sometimes only respawn outside, the same with some buildings (especially the new ones) they will actually spawn on the roof, you dont think you are creating them but they are above you :) (Alien 2)
     
  3. That's right.
    The server will either destroy them, or relocate them. The same rules apply to CAS as Botspawn here.

    There's been quite a few commits related to AI +navgrid/mesh this week, so hopefully some useful changes are on the horizon. :)
     
  4. I love the plugin. Got to see it work first hand on another server. I am starting my own server and am using this plugin. I'm having issues though. The bots are just standing still. Not moving or anything, and they won't attack me. Any help would be appreciated. Showing my JSON just so you can see the changes I made. Thanks
     

    Attached Files:

  5. UPDATE: It seems no NPC is moving. Animals or Scientists. Animals are standing there looking around. Still, any help would be great.
     
  6. Hi,
    You most likley need to conrirm that nav_disable is set to false and nav_grid is set to true.

    If you have already done this, check with your server provider that they aren't overriding those settings.
     
  7. I got it figured out. Thanks

    Is it possible the update might have messed up the respawning? It seems my bots won't respawn after killed now.
     
  8. It's extremely unlikely.
    You can use console command bot.count at any time, to see how many active bots there are.
    Your respawn timers in your config were all set to 60 so take that into account.
     
  9. Can this be used on Hapis maps at all?
     
  10. Is there a way to add 2 kits for random weapons other then default?
     
    Last edited by a moderator: Sep 29, 2017
  11. Steenamaroo, can you please add support for melee? I want to spawn a ton of these guys all over the map like zombies.

    Can you imagine? Rust, WITH ZOMBIES...
     
  12. The following message gets spammed when loading the plugin:

    Code:
    (21:36:08) | Failed to run a 2.00 timer in 'BotSpawn v1.2.1' (NullReferenceException: Object reference not set to an instance of an object)
    (21:36:08) | 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__AnonStorey6.<>m__0 () [0x00000] in <filename unknown>:0
      at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0
    (21:36:10) | [BotSpawn] There are 14 bots.
    (21:36:41) | CopyPaste was compiled successfully in 166ms
    (21:36:41) | Unloaded plugin Copy Paste v3.4.0 by Reneb
     
  13. Yea I can because its been done like a lot.
     
  14. @yannick10012 are your bots disappearing?

    Are you spawning them somewhere odd like in caves?
    If not, is navgrid true and navdisable false?
     
  15. They are spawning at the monuments stated in the config. It was the nav_grid, thnx!
     
  16. Can this be used on Hapis maps at all?
     
  17. Hey guys, so I activated the bot ins the config but they are not spawning in at all? Help?
     
  18. Hello. It is possible that in the future the "bots" can kill the animals?
     
  19. look in your config, you can activate it there
     
  20. I know but animals never get damage from the bots