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[Bots with bows] Not shooting

Pending 2.1.1

Hi,

From FAQ
Q: What weapons can my bots use?
A: I recommend sticking to basic bullet-weapons, hand tools and melee weapons.

 

Anything else is luck whether it works or not.

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Okay I see.
I gave a bot a pistol and another a tommy. But it seems like they only attack when I am in point blank range.
Also Tommy guys dont spray. Just Taps.

Their agro range is good, but then they just stand there staring...
They shoot at "other profiles" quite well. Just seems to not want to shoot at me. Best thing is that they always try to keep some distance. so it's always a mexican stand off.

Note: Peace keeper and murderer is both set to false. 


I also noticed the following error. Could this be the issue?
Failed to run a 1.00 timer in 'BotSpawn v2.1.1' (NullReferenceException: Object reference not set to an instance of an object)
  at BaseProjectile.ServerUse (System.Single damageModifier, UnityEngine.Transform originOverride) [0x0010a] in <44a96a5248004081b4f4e638e681026d>:0                                                                  5kb/s in, 9kb/s out
  at NPCPlayer.ShotTest () [0x000e7] in <44a96a5248004081b4f4e638e681026d>:0
  at NPCPlayerApex.ShotTest () [0x00000] in <44a96a5248004081b4f4e638e681026d>:0
  at NPCPlayerApex.StartAttack (Rust.Ai.AttackOperator+AttackType type, BaseCombatEntity target) [0x00037] in <44a96a5248004081b4f4e638e681026d>:0
  at Rust.Ai.HumanAttackOperator.AttackEnemy (NPCHumanContext c, Rust.Ai.AttackOperator+AttackType type) [0x00046] in <44a96a5248004081b4f4e638e681026d>:0
  at Oxide.Plugins.BotSpawn+<OnEntityTakeDamage>c__AnonStorey6.<>m__0 () [0x00081] in <7782314e30a74354a7d7867abd89c9d3>:0
  at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <c2afd8354b8b4f3ca451cf5a1aa111c3>:0

Edited by JustMe

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The fire in fairly short bursts and their aggression range is adjustable.

That error is the kind of thing I'd expect to see if you gave them bows or rocket launchers or something.

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Got it. I configured my server to have "more responsive" AI. I removed all the server variables and now the oaks are actually shooting.

Something in here was causing the issue:
+ai.npc_door_trigger_size 2 +ai.npc_gun_noise_silencer_modifier 0.25 +ai.npc_junkpile_a_spawn_chance 0.2 +ai.npc_junkpile_dist_aggro_gate 15 +ai.npc_junkpile_g_spawn_chance 0.2 +ai.npc_max_junkpile_count 60 +ai.npc_max_roam_multiplier 4 +ai.npc_patrol_point_cooldown 7 +ai.npc_respawn_delay_max_military_tunnels 1800 +ai.npc_respawn_delay_min_military_tunnels 1500 +ai.npc_sensory_system_tick_rate_multiplier 4 +ai.npc_spawn_per_tick_max_military_tunnels 3 +ai.npc_speed_sprint 0.8 +ai.npc_valid_aim_cone 85 +ai.tickrate 4 +aimanager.ai_htn_animal_tick_budget 2 +aimanager.ai_htn_player_junkpile_tick_budget 3 +aimanager.ai_htn_player_tick_budget 5 +aimanager.ai_to_player_distance_wakeup_range 280 +aimanager.pathfindingiterationsperframe 100 +ai.npc_cover_compromised_cooldown 4 +ai.npc_cover_info_tick_rate_multiplier 4 +ai.npc_cover_path_vs_straight_dist_max_diff 10 +ai.npc_deliberate_hit_randomizer 60 +ai.npc_deliberate_miss_to_hit_alignment_time 0.5 +ai.ailoadbalancerupdateinterval 0.1 +ai.aimanagerloadbalancerupdateinterval 1 +ai.animalsenseloadbalancerupdateinterval 1 +ai.nav_carve_min_building_blocks_to_apply_optimization 5 +ai.nav_carve_size_multiplier 4 +ai.nav_carve_use_building_optimization 0 +ai.npc_alertness_drain_rate 0.005 +ai.npc_alertness_zero_detection_mod 0.7

Ill try and narrow it down for anyone else having this issue.

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If the error above is still showing in console then it's almost certainly an npc with a weapon he can't use.
I'd go around and double check all your kits.
Make sure there are no bows, launchers, flamethrowers in the belt but also make sure there are no other items an npc can't use,
like meds, building plans, ammunition etc.
The npc kit belt should be literally nothing but 'normal' bullet weapons and/or melee weapons/hand tools.

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Okay thank you.

The error below doesn't bother me much, I thought my NPCs was unable to shoot due to the error:
Failed to run a 1.00 timer in 'BotSpawn v2.1.1' (NullReferenceException: Object reference not set to an instance of an object)
  at BaseProjectile.ServerUse (System.Single damageModifier, UnityEngine.Transform originOverride) [0x0010a] in <44a96a5248004081b4f4e638e681026d>:
  at NPCPlayer.ShotTest () [0x000e7] in <44a96a5248004081b4f4e638e681026d>:0
  at NPCPlayerApex.ShotTest () [0x00000] in <44a96a5248004081b4f4e638e681026d>:0
  at NPCPlayerApex.StartAttack (Rust.Ai.AttackOperator+AttackType type, BaseCombatEntity target) [0x00037] in <44a96a5248004081b4f4e638e681026d>:0
  at Rust.Ai.HumanAttackOperator.AttackEnemy (NPCHumanContext c, Rust.Ai.AttackOperator+AttackType type) [0x00046] in <44a96a5248004081b4f4e638e681026d>:0
  at Oxide.Plugins.BotSpawn+<OnEntityTakeDamage>c__AnonStorey6.<>m__0 () [0x00081] in <7782314e30a74354a7d7867abd89c9d3>:0
  at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <c2afd8354b8b4f3ca451cf5a1aa111c3>:0

But it turns out it was one of the following server parameters that caused the issue:
+ai.npc_door_trigger_size 2 
+ai.npc_gun_noise_silencer_modifier 0.25 
+ai.npc_junkpile_a_spawn_chance 0.2 
+ai.npc_junkpile_dist_aggro_gate 15 
+ai.npc_junkpile_g_spawn_chance 0.2 
+ai.npc_max_junkpile_count 60 
+ai.npc_max_roam_multiplier 4 
+ai.npc_patrol_point_cooldown 7 
+ai.npc_respawn_delay_max_military_tunnels 1800 
+ai.npc_respawn_delay_min_military_tunnels 1500 
+ai.npc_sensory_system_tick_rate_multiplier 4 
+ai.npc_spawn_per_tick_max_military_tunnels 3 
+ai.npc_speed_sprint 0.8
+ai.npc_valid_aim_cone 85 
+ai.tickrate 4 
+aimanager.ai_htn_animal_tick_budget 2 
+aimanager.ai_htn_player_junkpile_tick_budget 3 
+aimanager.ai_htn_player_tick_budget 5 
+aimanager.ai_to_player_distance_wakeup_range 280 
+aimanager.pathfindingiterationsperframe 100
+ai.npc_cover_compromised_cooldown 4 
+ai.npc_cover_info_tick_rate_multiplier 4 
+ai.npc_cover_path_vs_straight_dist_max_diff 10 
+ai.npc_deliberate_hit_randomizer 60 
+ai.npc_deliberate_miss_to_hit_alignment_time 0.5 
+ai.ailoadbalancerupdateinterval 0.1 
+ai.aimanagerloadbalancerupdateinterval 1 
+ai.animalsenseloadbalancerupdateinterval 1 
+ai.nav_carve_min_building_blocks_to_apply_optimization 5 
+ai.nav_carve_size_multiplier 4 
+ai.nav_carve_use_building_optimization 0 
+ai.npc_alertness_drain_rate 0.005 
+ai.npc_alertness_zero_detection_mod 0.7

Honestly, the following items are probably rendered unnecessary as you can kind of influence these factors by using the plugin:
+ai.npc_valid_aim_cone 85 
+ai.npc_deliberate_hit_randomizer 60 
+ai.npc_deliberate_miss_to_hit_alignment_time 0.5 

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I remember before I had no problem putting bows or crossbows, now it throws the error NullReferenceException: object reference not set to an instance of an object; what a pity...

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Same reply as before, I'm afraid.

 

From FAQ
Q: What weapons can my bots use?
A: I recommend sticking to basic bullet-weapons, hand tools and melee weapons.

Anything else is luck whether it works or not.

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