I have changed the BotSpawn.cs as described in another post.
Everything ist working like before for me....
Ok... to late xD
BotSpawn
Moved
Total Downloads: 11,762 - First Release: Jul 31, 2017 - Last Update: Jul 27, 2018
- 5/5, 81 likes
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Ha! Ty anyway.
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Oooo is there anyway to have my cake and eat it too? Can we get the specific bots that spawn at monuments AND the default bots that random spawn around the map?
See what I did there?? hehe, love your work Steenamaroo! -
Hey Crispy,
Yeah, that's what the cull option is meant to be there for; To disable any Rust-default bot spawns.
I actually have no idea if Rust does spawn scientists or murderers by default right now but, if it does, the cull option is there to defeat this. -
Hopefully that will be a thing without the need for the Murderers plugin. crazy time consuming going all over the map and making spawns. -
Don't think I'd seen the murderers plugin before.
Looks like an unnecessary dup where a feature request would have sufficed. -
Hello @Steenamaroo, can we add Aggro-range to config? It 'd be :
Code:if (victim is NPCPlayer) //stop murderers attacking scientists. return 0f; if (configData.Options.Peace_Keeper) { if (victim.svActiveItemID == 0u) { return 0f; } else { var heldWeapon = victim.GetHeldEntity() as BaseProjectile; var heldFlame = victim.GetHeldEntity() as FlameThrower; if (heldWeapon == null && heldFlame == null) return 0f; } }
Code:if (victim is NPCPlayer) //stop murderers attacking scientists. return 0f; if (configData.Options.Peace_Keeper) { if (victim.svActiveItemID == 0u) { return 0f; } else { var heldWeapon = victim.GetHeldEntity() as BaseProjectile; var heldFlame = victim.GetHeldEntity() as FlameThrower; if (heldWeapon == null && heldFlame == null) return 0f; } } if ((npcPlayer.transform.position-victim.transform.position).magnitude>configData.Options.Aggression_Range) return 0f;
Code:Options = new Options { Ignore_Animals = true, APC_Safe = true, Reset = true, Turret_Safe = true, Animal_Safe = true, Suicide_Timer = 300, Reset_Timer = 300, //Ai_Falling_Disable = true, Bots_Drop_Weapons = false, Supply_Enabled = false, Cull_Default_Population = true, NPC_Retaliate = false, Remove_BackPacks = true, Ignore_HumanNPC = true, Peace_Keeper = true, },
Code:Options = new Options { Aggression_Range = 20, Ignore_Animals = true, APC_Safe = true, Reset = true, Turret_Safe = true, Animal_Safe = true, Suicide_Timer = 300, Reset_Timer = 300, //Ai_Falling_Disable = true, Bots_Drop_Weapons = false, Supply_Enabled = false, Cull_Default_Population = true, NPC_Retaliate = false, Remove_BackPacks = true, Ignore_HumanNPC = true, Peace_Keeper = true, },
Code:class Options { public bool Ignore_Animals { get; set; } public bool APC_Safe { get; set; } public bool Reset { get; set; } public int Reset_Timer { get; set; } public bool Turret_Safe { get; set; } public bool Animal_Safe { get; set; } public int Suicide_Timer { get; set; } //public bool Ai_Falling_Disable { get; set; } public bool Bots_Drop_Weapons { get; set; } public bool Supply_Enabled { get; set; } public bool Cull_Default_Population { get; set; } public bool NPC_Retaliate { get; set; } public bool Remove_BackPacks { get; set; } public bool Ignore_HumanNPC { get; set; } public bool Peace_Keeper { get; set; } }
Code:class Options { public int Aggression_Range { get; set; } public bool Ignore_Animals { get; set; } public bool APC_Safe { get; set; } public bool Reset { get; set; } public int Reset_Timer { get; set; } public bool Turret_Safe { get; set; } public bool Animal_Safe { get; set; } public int Suicide_Timer { get; set; } //public bool Ai_Falling_Disable { get; set; } public bool Bots_Drop_Weapons { get; set; } public bool Supply_Enabled { get; set; } public bool Cull_Default_Population { get; set; } public bool NPC_Retaliate { get; set; } public bool Remove_BackPacks { get; set; } public bool Ignore_HumanNPC { get; set; } public bool Peace_Keeper { get; set; } }
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Yeah, this can be added. I think there used to be something similar but it ceased to work or was badly executed.
Thanks for that. ^ -
Bots don't work with TRUEPVE please fix...
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I don't use TruePVE but other users have posted instructions on the previous page here.
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It's working and the bots spawn, but although they're using the kit, the gear or weapon aren't lootable.
Good to have them back though! Thanks. -
Ok, thanks @smoke-uk . I'll look into it.
You're aware that hot-bar isn't meant to be lootable, right?
Just clothes and main container... -
I never put items in their inventory tbh, but the armor and weapons from my custom kit were always lootable previous to this.
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or can you just not take the items? -
On death, the bots lay there with the armor skin on the body, but when you loot them, the inventory slots have a random item, and nothing in their armor slots.. and they no longer drop their weapons on the floor.
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Ok, gotcha. Thank you for the info.
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Im having the same issue as smoke - bots keep all of their gear but it's not lootable and they do not drop their guns when asked to do so. They have zombie like inventory instead.
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Ok thanks fellas. I guess FP made some changes on Thurs.
I've not had the server fired up for the last while between being busy and having flu, but I'll get a look at it.
[DOUBLEPOST=1513438538][/DOUBLEPOST]
IDK. Will probably look into custom loot and a general overhaul some time reasonably soon. -
Maybe onplayerDeath Event Inv update?
We can add custon loottable with chance to plugin. -
Unable to kill scientists now. ???