BotSpawn

Moved

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

5/5, 81 likes
  1. There's no default or automatic provision, but you can manually add locations with /botspawn add makeupnamehere.
    This gives you the same control and options as any of the default monuments would have.

    The only difference is that custom locations options are stored in /data instead of /config.

    I never tried to fix this on the assumption that FP would be changing it at some point.

    The config option is there to allow us to disable animal targeting, for this reason.

    Need more info.
    Is the plugin loaded? Did you reload it after editing config? Are there console errors? Does 'bot.count' in console show any bots? Is nav_grid true? Is nav_disable false?

    Have a read through this page and recent pages.
     
  2. Hi. The advantage that the "bots" draw on the animals is that it adds atmosphere of war when one arrives in the game but also they roam the map following the animal that runs away. But since they can not kill them, they can end up with many around the same animal. So it gives a ridiculous situation. I've already had 6 "bots" around a chicken losing their time trying to kill her. In short, it is not a bug but it is just to add a little realism while removing a comic situation.
     
  3. For sure ^^.
    The attack animals config option isn't really there to give us the choice right now;
    Is there' to give us a means of disabling an aspect of the AI that isn't finished/functioning properly.
     
  4. No for now it's already very good as it is. This small problem is not a priority in my humble opinion.
     
  5. Is the plugin loaded? - Yes

    Did you reload it after editing config? - Reloading as Restarting the server? Yes. Reloading the plugin, Im not sure if I am using the right name by using "oxide.reload botspawn.cs" [Error: Failed to load plugin 'botspawn.cs' (no source found) ]

    Nav_disable: false

    Nav_grid: Currently [False] but when switched to [True]
    (Sends this error code and lags server "NullReferenceException: Object reference not set to an instance of an object") (No bots still)
     
  6. The command to reload a pluging is just reload.BotSpawn or oxide.reload BotSpawn.
    The '.cs' extension is not required.
    There's no need to restart the server after editing configs - Plugin reload is enough.

    Nav_grid must be true. This is the Rust default now. If it's false then your startup script is setting it so, or your server provider is doing it.
    It may be necessary to restart the server when changing this value - I'm not certain of that.

    Set nav_grid as true in startup script then restart the server.
    Type nav_grid into console to confirm that it is now true then then try to determine what is causing the NRE.
    It may or may not be BotSpawn. (it shouldn't be...)
     
    Last edited by a moderator: Sep 30, 2017
  7. Set nav_grid as true as so "nav_grid 1" ?
     
  8. I've only ever used 'nav_grid true' but I believe either will work.
     
  9. Thank you so much for your kindness.
     
  10. Looks like I was able to spawn them in. (I should've been a little more specific aswell.) I'm using "Rust Server Manager" as a launcher for my server.

    FIX: There are some boxed that enable/disable some extra options (Bradley/Raditation/Anti-cheat/etc). One of the options was "Scientist", I turned it on and turned on Nav_Wait (Not sure if it has any benefit) as well. Looks like after enabling, automatically turned Nav_Grid to true. Thanks
     
  11. That's great.
    Thanks for letting everyone know, @MrSnake
     
  12. it might be of interest to note that i have observed this behaviour in some bot "zones" . they just stand there and you think that they are not "working" but when you enter their "range" they will start to move and come after you, So the only way to be certain that you have a "not working" problem it to get close to them :)
     
  13. Hey,
    Yeah, that's a new default in rust, as far as I know - ai_dormant, if I recall correctly.

    You can override it to false.
    In fact, I should add that to the overview. Thanks for flagging.
     
  14. @Steenamaroo,

    What I have noticed when being armed vs unarmed in the same area of the bots.
    equipping into hand: food water(bottles), deployable items, medical and weapons will initiate bots firings. Is there a way to block all or some (food, water, deployables) but weapons from being detected?

    I wanna eat an apple, or build without being shot at. (if the building is going to be really close to a monument) lol
     
  15. It would be better to add the list of weapons as trigger, it seems less tedious.
     
  16. Hey Krazy,
    Yeah, sure, I can do that. :)
    It should really be weapons-only that trigger a response.
     
  17. ok cool. Thanks man, we appreciate your hard work. :)
     
  18. I swear when I used this plugin last time I was able to have bots parachute with the airdrop, Now I can only seem to have them spawn at the point where the airdrop will land.. Has this plugin changed and removed this? Ive noticed something about "chute" in the settings is gone too.. Am I thinking of the right plugin?
     
  19. that option is removed temporarily I do believe.
     
  20. Looks like good news for tomorrow night. :)
     

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