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I found a few more bugs...

Pending 1.5.6

Azami1213
Azami1213

Posted (edited)

Apparently with BotRespawn enabled, the Bradley no longer obeys the "ai.addignoreplayer" command and will attack players regardless.


Same applies to the bots, they don't obey the command either.

Also apparently reloading a profile with parachuting scientists causes the entire plugin to throw so many errors that reloading or unloading the plugin isn't possible.

And lastly the SAM sites target parachuting NPCs but the rockets phase through them. Yes the "Invincible while parachuting" option was set to "false"

Sorry for 3 bug reports lol

Edited by Azami1213
  • Administrator
Steenamaroo

Posted (edited)

Alright, Let's just work here instead of maintaining multiple threads, if that's cool.
You were right reporting them separately - No criticism...


I'll make a list and address them bit by bit.
Some might be considered non-issues, some might be that's how it is, some might be problems I can fix....but we'll address them all here if that's cool.

1: Biome NPCs and their behaviour near safe zones
    I think this is a 'that's just how it is' one.
    The behaviour you're describing is as-intended so I think the suggestions would be

  • Embrace the chaos
  • Make that Biome peacekeeper:true, so they suit the safe-zone environment
  • Turn that biome off and replace it with a custom profile with custom spawn points, and ensure the custom spawnpoints avoid the safe zone.

    The exception to this would be if the npc's are gathering, due to a player interest, and then refusing to disengage and just getting stuck at safe zone.
    If that's the case please let me know and I'll look into that.

2: MLRS governed by PVE_Safe setting.
    Are you certain? MLRS  is definitely killing BotReSpawn npcs over here, whether PVE_Safe is true or not.
    The PVE_Safe rule would come in to player if initiator is unknown, but initiator is known.
    MLRS is manual, player controlled only, right?
    If there's ai controlled/automatic/plugin controlled/remote MLRS somehow, I can add an exception to cover it.

3: Errors with parachuting scientists
    Testing here with about 20 parachuting npcs, reloading while some have landed and some are still falling.
    No issues seen, so far.
    Can you paste the specific error?
    If there's a lot, feel free to IM me a log file.


4: ai.addignoreplayer not working with BRS installed.
    Issue found and fixed, for APCs. Thanks for flagging that.
    Can you elaborate on "Same applies to the bots, they don't obey the command either."?

    The convar should not affect BotReSpawn npcs - That's expected.
    BotReSpawn isn't affecting vanilla npc behaviour but do not that if a vanilla npcs is hostile to you and then
    you use ai.ignoreplayer YourName, that npc will remain hostile.


5: Samsites/APC shells/splash doesn't interact with BRS npcs
    Issue found and fixed.
    It related to Timed Explosive/ServerProjectile rather than anything APC specific,
    so it may solve samsite issue too (untested).


6: Add increment UI option for number up/down adjustments.
    Done. 1/10/100/1000 selector in profile settings pages.

Edited by Steenamaroo
Azami1213

Posted (edited)

11 hours ago, Steenamaroo said:

Alright, Let's just work here instead of maintaining multiple threads, if that's cool.
You were right reporting them separately - No criticism...


I'll make a list and address them bit by bit.
Some might be considered non-issues, some might be that's how it is, some might be problems I can fix....but we'll address them all here if that's cool.

1: Biome NPCs and their behaviour near safe zones
    I think this is a 'that's just how it is' one.
    The behaviour you're describing is as-intended so I think the suggestions would be

  • Embrace the chaos
  • Make that Biome peacekeeper:true, so they suit the safe-zone environment
  • Turn that biome off and replace it with a custom profile with custom spawn points, and ensure the custom spawnpoints avoid the safe zone.

    The exception to this would be if the npc's are gathering, due to a player interest, and then refusing to disengage and just getting stuck at safe zone.
    If that's the case please let me know and I'll look into that.

2: MLRS governed by PVE_Safe setting.
    Are you certain? MLRS  is definitely killing BotReSpawn npcs over here, whether PVE_Safe is true or not.
    The PVE_Safe rule would come in to player if initiator is unknown, but initiator is known.
    MLRS is manual, player controlled only, right?
    If there's ai controlled/automatic/plugin controlled/remote MLRS somehow, I can add an exception to cover it.

3: Errors with parachuting scientists
    Testing here with about 20 parachuting npcs, reloading while some have landed and some are still falling.
    No issues seen, so far.
    Can you paste the specific error?
    If there's a lot, feel free to IM me a log file.


4: ai.addignoreplayer not working with BRS installed.
    Issue found and fixed, for APCs. Thanks for flagging that.
    Can you elaborate on "Same applies to the bots, they don't obey the command either."?

    The convar should not affect BotReSpawn npcs - That's expected.
    BotReSpawn isn't affecting vanilla npc behaviour but do not that if a vanilla npcs is hostile to you and then
    you use ai.ignoreplayer YourName, that npc will remain hostile.


5: Samsites/APC shells/splash doesn't interact with BRS npcs
    Issue found and fixed.
    It related to Timed Explosive/ServerProjectile rather than anything APC specific,
    so it may solve samsite issue too (untested).


6: Add increment UI option for number up/down adjustments.
    Done. 1/10/100/1000 selector in profile settings pages.

1. Alright I guess it is what it is haha

2. It seems the MLRS works (but is just buggy on Facepunch's side) but those spawned with "entity.spawnhere rocket_mlrs" have no effect

3. The error is:

oxide.unload BotReSpawn <-- Me calling the plugin to unload while bots are parachuting in
"Failed to call hook 'Unload' on plugin 'BotReSpawn v1.5.6' (NullReferenceException: Object reference not set to an instance of an object.)
  at UnityEngine.Bindings.ThrowHelper.ThrowNullReferenceException (System.Object obj) [0x00018] in <7ef4b7e39e5e4212acadbf6d2e50d7fa>:0 
  at UnityEngine.Collider.set_enabled (System.Boolean value) [0x00006] in <2d0f16869212430390072ac38dfbbd87>:0 
  at Parachute.GetDismountPosition (BasePlayer player, UnityEngine.Vector3& res, System.Boolean silent) [0x00000] in <2fdac1f19e0a4e3fb6d15abcab9cbda0>:0 
  at BaseMountable.GetDismountPosition (BasePlayer player, UnityEngine.Vector3& res, System.Boolean silent) [0x00021] in <2fdac1f19e0a4e3fb6d15abcab9cbda0>:0 
  at BaseMountable.DismountPlayer (BasePlayer player, System.Boolean lite) [0x00097] in <2fdac1f19e0a4e3fb6d15abcab9cbda0>:0 
  at BasePlayer.EnsureDismounted () [0x0000e] in <2fdac1f19e0a4e3fb6d15abcab9cbda0>:0 
  at ScientistNPC.OnKilled () [0x00000] in <2fdac1f19e0a4e3fb6d15abcab9cbda0>:0 
  at BaseNetworkable.Kill (BaseNetworkable+DestroyMode mode, System.Boolean callOnKilled) [0x0005c] in <2fdac1f19e0a4e3fb6d15abcab9cbda0>:0 
  at Oxide.Plugins.BotReSpawn+CustomGroup.KillAll () [0x00094] in <535070b25cc946aca5bb664370b00e85>:0 
  at Oxide.Plugins.BotReSpawn.DestroySpawnGroups (UnityEngine.GameObject gameObject) [0x000a9] in <535070b25cc946aca5bb664370b00e85>:0 
  at Oxide.Plugins.BotReSpawn.Unload () [0x0000c] in <535070b25cc946aca5bb664370b00e85>:0 
  at Oxide.Plugins.BotReSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x006c6] in <535070b25cc946aca5bb664370b00e85>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <15f61ddda771464d8246ebdce8ff4811>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0 
Unloaded plugin BotReSpawn v1.5.6 by Steenamaroo <-- This has been hard to figure out why it would sometimes complete the unload or throw the error above and then softlock the plugin

(
NullReferenceException: Object reference not set to an instance of an object.
Calling kill - but already IsDestroyed!? parachute[15648655]
NullReferenceException: Object reference not set to an instance of an object.
Calling kill - but already IsDestroyed!? parachute[15648637]"

) <-- the error in the bracket is repeated constantly and causes SAM sites to literally begin firing wildly in random directions. Scientists will also either not despawn or will revert their name to "Scientist" and begin shooting players while also "sometimes" preventing the mod from unloading or reloading

4. I meant it as the BotRespawn bots will continue to fire at players who are using the "ai.addignoreplayer" command that causes AI to no longer target the player it's called on. (turrets ignore this anyways but they aren't bound by it anyways)

 

5. Did you notice that the bots don't use the new run animations either? It's funny to see somebody power walk at 50mph towards me with a rock

Edited by Azami1213
Typos and clarification
  • Administrator
Steenamaroo

Posted

1: Fair.
2: Ok. I wasn't aware that was a thing (I don't play..haven't in years) so I'll look in to that.
Can probably add a simple condition.

3: Oh you're literally unloading the plugin!?
Ok, fair enough. I didn't test that. I'll get digging on this.
Thanks for reporting.

4: Yes, BotReSpawn bots will continue firing and will target players.
They are not governed by ai.addignoreplayer.
I could make it so, if you think that's something you'd want?

5: I'm happy to send you a prelease copy to confirm various fixes,
particularly if you'd be interested in testing the samsite issue again?

Azami1213

Posted (edited)

10 minutes ago, Steenamaroo said:

1: Fair.
2: Ok. I wasn't aware that was a thing (I don't play..haven't in years) so I'll look in to that.
Can probably add a simple condition.

3: Oh you're literally unloading the plugin!?
Ok, fair enough. I didn't test that. I'll get digging on this.
Thanks for reporting.

4: Yes, BotReSpawn bots will continue firing and will target players.
They are not governed by ai.addignoreplayer.
I could make it so, if you think that's something you'd want?

5: I'm happy to send you a prelease copy to confirm various fixes,
particularly if you'd be interested in testing the samsite issue again?

3. Unloading it caused some errors but reloading it (both during parachuting NPCs) literally pulled the FPS camera out of my skull and peppered me with:

"2026-07-08T20:06:58.450Z|0x36d0|ArgumentException: The Playable is invalid. It has either been Disposed or was never created.
  at Parachute.%039f1d05fa216f66b4606ea329bad9c0502c9483 (BasePlayer %cd01bd474dbdc94f9c49fc9de29a0c64a0bcd6f6) [0x00000] in <00000000000000000000000000000000>:0 
  at BaseVehicleSeat.%039f1d05fa216f66b4606ea329bad9c0502c9483 (BasePlayer %cd01bd474dbdc94f9c49fc9de29a0c64a0bcd6f6) [0x00000] in <00000000000000000000000000000000>:0 
  at SledSeat.%039f1d05fa216f66b4606ea329bad9c0502c9483 (BasePlayer %cd01bd474dbdc94f9c49fc9de29a0c64a0bcd6f6) [0x00000] in <00000000000000000000000000000000>:0 
  at ParachuteSeat.%039f1d05fa216f66b4606ea329bad9c0502c9483 (BasePlayer %cd01bd474dbdc94f9c49fc9de29a0c64a0bcd6f6) [0x00000] in <00000000000000000000000000000000>:0 
  at BasePlayer.%7bdb04d231e4f3e531929e3e0b662677ba349605 () [0x00000] in <00000000000000000000000000000000>:0 
  at BasePlayer.%8378688ee65497f274a50ce38a7026438d12b6b7 (System.Single %11e251d5f79bc825f908159214e55099f9f9d642) [0x00000] in <00000000000000000000000000000000>:0 
  at Client.Update () [0x00000] in <00000000000000000000000000000000>:0"

4. I think it'd be particularly helpful to make the BotRespawn bots work with the command or else I'd have to keep relying on Vanish which makes me invisible to ALL bots and AI but also messes with my stats (hunger, health, thirst) and makes testing other plugins and gameplay mechanics difficult when I'm either 100% invisible or visible but being shot by 6 other bot profiles that'll interrupt other user experience if I unload the profiles entirely.

5. Sure I can test it out for you no problem. Just let me know what to test and I can check it out

6. Also did you notice that the bots don't use the new run animations either? It's funny to see somebody power walk at 50mph towards me with a rock

Edited by Azami1213
Added #6
  • Administrator
Steenamaroo

Posted

2. "entity.spawnhere rocket_mlrs" kills the npcs. Tested and confirmed.
I guess that must be due to other changes I made today.

3: Solved.
Issue was with chute not being destroyed properly.
Seems like a new issue - Something must have changed with dismounting etc.
 

4: Done and tested. (respect ai ignored players)

6: Yeah, I noticed that. (running speed) Not sure what that's about.
Other npc plugins doing the same, do you know?

Azami1213

Posted

7 minutes ago, Steenamaroo said:

2. "entity.spawnhere rocket_mlrs" kills the npcs. Tested and confirmed.
I guess that must be due to other changes I made today.

3: Solved.
Issue was with chute not being destroyed properly.
Seems like a new issue - Something must have changed with dismounting etc.
 

4: Done and tested. (respect ai ignored players)

6: Yeah, I noticed that. (running speed) Not sure what that's about.
Other npc plugins doing the same, do you know?

6. Yes, I've tested this with the MonBots plugin and even the vanilla Scarecrow and they work use the new running animations

  • Administrator
Steenamaroo

Posted

With projectile weapons?
BotReSpawn still runs with melee...

Azami1213

Posted

4 minutes ago, Steenamaroo said:

With projectile weapons?
BotReSpawn still runs with melee...

In MonBots and the vanilla Scarecrows they both utilize the new sprinting animations. BotRespawn bots only use a basic walking animation but their physical speed is increased so they appear as if they powerwalk towards you at high speeds.

  • Administrator
Steenamaroo

Posted

Yes, I understand. I'm asking if you confirmed this with both melee and projectile weapons?
Because BotReSpawn does the proper running animation with melee, and the scarecrow spawns with melee.
I don't know anything about MonBots.

Azami1213

Posted

12 minutes ago, Steenamaroo said:

Yes, I understand. I'm asking if you confirmed this with both melee and projectile weapons?
Because BotReSpawn does the proper running animation with melee, and the scarecrow spawns with melee.
I don't know anything about MonBots.

Yes I've confirmed the BotRespawn bots do not use the run animation with neither melee nor ranged weaponry

  • Administrator
Steenamaroo

Posted (edited)

Not sure why you're dodging the question.
You're claiming MonBots and Scarecrows use a running animation.
Was that with melee or projectile weapons?

Edited by Steenamaroo
Azami1213

Posted

10 minutes ago, Steenamaroo said:

Not sure why you're dodging the question.
You're claiming MonBots and Scarecrows use a running animation.
Was that with melee or projectile weapons?

Oh I'm sorry I was just confused. MonBots uses the correct running and walking animations with melee and ranged weapons but scarecrows don't have the AI to utilize ranged weapons so it defaults to melee with them and they use the correct animations as well. If I try to give a scarecrow a gun or a weapon it didn't initially spawn with then they just put it away and stand there.

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