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too far away from navmesh.

Pending 2.1.6

I keep getting problems with the new update 2.1.6 

 

[BotSpawn] A spawn point at 11 in Spawns file WorldScientist is too far away from navmesh.
[BotSpawn] A spawn point at 7 in Spawns file TwinTower is too far away from navmesh.
[BotSpawn] A spawn point at 0 in Spawns file TwinTower is too far away from navmesh.
[BotSpawn] A spawn point at 8 in Spawns file WorldScientist is too far away from navmesh.
[BotSpawn] A spawn point at 9 in Spawns file WorldScientist is too far away from navmesh.
[BotSpawn] A spawn point at 17 in Spawns file TwinTower is too far away from navmesh.
[BotSpawn] A spawn point at 5 in Spawns file TwinTower is too far away from navmesh.
[BotSpawn] A spawn point at 7 in Spawns file WorldScientist is too far away from navmesh.

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Hi,

Are you both coming from a few versions ago? V2.1.1 or something?
There's a note in the main description explaining, but the way custom spawn points are stored has recently changed,
in order to facilitate auto-migrating them if Parent_Monument is in use.

That means people can use custom spawn points + Parent_Monument and only ever have to set up their spawns once,
but it does mean that existing custom spawn points would need to be re-done now.

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Then I guess they're just too far from navmesh?

It should warn you if that is the case, when adding custom spawn points.
"No navmesh was found at this location. Consider removing this point or using Stationary : true."

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In the older version it popped up, in this one I do not see any error.

If I use standard respawns, unfortunately bots do not show up.

 

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I'll have to get on a test server and check, then, but I have added and tested multiple new profiles over the last few days.

I'd recommend using `/botspawn edit <profilename>` for the problem-profile then `/botspawn removespawn` untill there are no custom spawn points left,
then use `/botspawn addspawn`, watching chat output for any navmesh warnings.

If you get a warning about an added spot, use `/botspawn removespawn` then try again in a different spot.

You should be able to see exactly where the spots are and, hopefully, watch the npcs spawn when you oxide.reload BotSpawn.

Edited by Steenamaroo
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i have to run 2.1.1 for my bots to work there is way to many bots to add them all again as it is the earth apoc map with the new HDR coming soon i dont think the map will be that pop after that so its all ok 

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Sorry for rewaking this post, I am having an issue with creating a battlefield using botspawn as the enemy, i have built an enclosed area  (no roof) about 20 foundations square and added building, ramps ect like a paint ball arena, but i can not find a spawn location that works accept stationary bots. i have copied and pasted the same arena but buried it further in the ground so the are lots of world surface in the arena covering the foundations. but cant seem to get any good spawn locations there either.

i've been researching this issue and the only solution that works but is no good for my plan is setting them to stationary.

i'm not exactly sure what navmesh is, i thought it was the ground bots could spawn on, being foundation or the world surface, but i seem to still get the error regardless of where i place the spawns. does the distance from building effect the navmesh and is there anyway to increase the navmesh check range 

hope you can help 

Artypea

ps:- if this is a rust issue and not a plugin issue feel free to remove this post.

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Hi,

Yeah, unfortunately that's just how it is. These npcs need navmesh (unless stationary), as you figured out, but navmesh is only generated on specific parts of the map.
User-built structures wont have navmesh and, in fact, they have navmesh obstacles, to prevent npcs walking into or through them.

Some plugins have forced player models to move on user-built structures but, then, you don't have the proper combat AI so it's not really the same thing.


It is what it is, I'm afraid.

Edited by Steenamaroo
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