BotSpawn

Moved

Total Downloads: 11,693 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018

5/5, 81 likes
  1. your server doesn't have enough memory had it happened to my server in the past.
     
  2. So 16Gbs of RAM isn't enough?
     
  3. with this plugin running on mine takes about 8gb running with 30 players online and 4gb w/o it installed with 8 bots added on each zone
     
  4. It was never using that much before and I don't have anywhere near that many players. I only activated the trainyard bots to test out the new version, cause I wiped the JSON config. The crash dump only says 32% memory used but the crash from the CMD said ran out of memory.
     
  5. do you have shared hosting or a full access dedicated server ?
     
  6. Is there a way to edit their movement speed? Mine run pretty quick but they lag when they do so it's hard to shoot them sometimes.
     
  7. Did you updated all your mods and oxide? You have Kits installed as well?

    I check http://oxidemod.org/account/alerts (make sure you subscribe to your mods)
    and run Rust Server Manager to keep everything up to date.

    I did a fresh install yesterday with everything updated and it worked fine other than a bunch of blood thirsty maniacs shooting at me and trying to chase me down. Wait that is a good thing in this case.
    [DOUBLEPOST=1508898914][/DOUBLEPOST]
    They are tricky to shoot. They have a few patterns they run and it is dependent on terrain. It can be hard to anticipate their pathing. Patience, persistence, and syringes. There are no parameters for run speed that I can see in the JSON file. You can limit their radius and aggro range.
     
  8. Guys...mine wont move neither shoot...ive just updated and delete previous json. Also if i spawn scientist on console, same thing happens. Looks like AI is not working even animals are still there....

    this is my config
    "Options": {
    "Animal_Safe": true,
    "APC_Safe": true,
    "Bots_Drop_Weapons": false,
    "Cull_Default_Population": true,
    "Ignore_Animals": true,
    "Ignore_HumanNPC": true,
    "NPC_Retaliate": false,
    "Peace_Keeper": false,
    "Remove_BackPacks": true,
    "Reset": true,
    "Reset_Timer": 300,
    "Suicide_Timer": 300,
    "Supply_Enabled": false,
    "Turret_Safe": true
    },
    "Zones": {
    "AirDrop": {
    "Activate": true,
    "Bot_Accuracy": 4,
    "Bot_Damage": 0.4,
    "Bot_Firing_Range": 20,
    "BotHealth": 200,
    "BotName": "randomname",
    "Bots": 2,
    "Disable_Radio": false,
    "Kit": "bots",
    "Radius": 100
     
    Last edited by a moderator: Oct 25, 2017
  9. does the kit bots exist? The name is case sensitive. Otherwise that looks ok. You updated Oxide?

    I normally turn NPC_Retalite the true, but that a personal preference.
     
  10. thanks for ans...kit name is ok...and turned on Retalite (dont know whats that jhaha). i dont update oxide...since saturday.
     
  11. There has been a flurry of Oxide updates since Saturday. I strong urge you all to check Oxide daily as this last release of Rust has been very problematic. Doing this will fix a lot of issues. Also a lot of mods have had fixes since Saturday as well, please check and update all your mods as one bad apple...
    Retaliate means if you hit the bot with a melee weapon it will open up on you. A lot of folks run Peace_Keeper and folks exploit this with Melee weapons. Once Lost Isle PVE we tweaked the CS file to include melee to trigger the bots to attack folks trying to exploit them.
     
  12. @Steenamaroo i've just tested last version and need to say, that nothing changed to bots behavior in the wild, they still travel NE =] be aware.
    also found 1 bug: if you shoot bot and go vanished - they will keep to attack you.
    Code:
      "Options": {
        "Animal_Safe": true,
        "APC_Safe": true,
        "Bots_Drop_Weapons": false,
        "Cull_Default_Population": true,
        "Ignore_Animals": true,
        "NPC_Retaliate": false,
        "Remove_BackPacks": true,
        "Reset": false,
        "Reset_Timer": 300,
        "Suicide_Timer": 300,
        "Supply_Enabled": false,
        "Turret_Safe": true,
        "Ignore_HumanNPC": true,
        "Peace_Keeper": true
      },
     
  13. solved updated Oxide Version: 2.0.3641

    Animals still dont move!!!!!
     
  14. if u remove BotsSpawn are your animals moving then ?
    may be worth a check or spawn in scientist and see if that moves without and without BotsSpawn
     
  15. If I recall there was another mod affecting animals on Lost Isle PVE. The operator did a massive update of all mods and the animals were working. they did occasional path incorrectly on the nav mesh, but I think that is a Rust/Oxide issue.
    [DOUBLEPOST=1508913681][/DOUBLEPOST]I found this in my chat log:
    "If you are using ZLevelsRemastered and you try to tweak the multipliers it "can" cause your animals & NPCs to freeze up."
    I think there is an update for that mod too.
     
  16. bots do not move, stand still and do not shoot, help please.
     
  17. The thing is, I already have kit installed from the start
    However my problem is, nothing spawn from this plugin :/ just, no bot no matter where I look
     
  18. check RustDedicated_Data\Managed folder, if you found "protobuf-net.dll" remove it.
    .....
    if you used "/botspawn add">> oxide\data\BotSpawn.json "Activate": true, reload BotSpawn.cs.
    if not you'll need to set "Activate": true default locations in config, reload BotSpawn.cs.
     
  19. Nvm, thanks for your help tho. Apparently I just had to enable scientist in rsm.. sigh :/ Im outta here~
     
  20. Is it possible to disable bots at server airdrops when player use Supply Signal?? Thats no good!