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ThePitereq

Posted

11 hours ago, domleg said:

I added all of them and they all have the same problem, seems after I restart the server they kinda work. They finally spawn but take forever to load their weapons and also don't run after you like the animals do? Why?

Lol! Minecraft in Rust!

assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_heavy.prefab failed to sample navmesh at position (663.2, 24.1, 421.1) on area: HumanNPC

20220918224539_1.thumb.jpg.60b30bc9eb100a6b45c5bd6cd0002208.jpg

I do not modify/edit any BOT behaviour in this plugin. This is just how bots spawn in RUST, it just takes a while and can't do a lot with that. You can always disable bots from this plugin, because as name says - it meant to be animal boxes.

domleg

Posted (edited)

I figured out how to make them spawn better.

Add a +2 to make them spawn higher, then fall down instead of dying in the mesh.

Line  49:                 BaseAnimalNPC animal = GameManager.server.CreateEntity(config.animalPrefabs[animalBoxes[netId]], new Vector3(info.HitEntity.transform.position.x, info.HitEntity.transform.position.y - 2, info.HitEntity.transform.position.z + 2)) as BaseAnimalNPC;

 

If I shouldn't use that, where can I find a list of all HumanNPC prefabs that are in the game?

I searched the Rust Prefab List but there is so many NPC, no clue what the difference is.

 

Here is what I was able to filter in Excel based on HumanNPC and prefab string search

 

image.png.8d9b51f6548f4d1d36f0c3f1eb30480b.pngassets/rust.ai/agents/npcplayer/humannpc/banditguard/npc_bandit_guard.prefab

assets/rust.ai/agents/npcplayer/humannpc/heavyscientist/heavyscientist.prefab

assets/rust.ai/agents/npcplayer/humannpc/heavyscientist/heavyscientistad.prefab

assets/rust.ai/agents/npcplayer/humannpc/humannpc.prefab

assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_cargo.prefab

assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_cargo_turret_any.prefab

assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_cargo_turret_lr300.prefab

assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_ch47_gunner.prefab

assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_excavator.prefab

assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_full_any.prefab

assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_full_lr300.prefab

assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_full_mp5.prefab

assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_full_pistol.prefab

assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_full_shotgun.prefab

assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_heavy.prefab

assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_junkpile_pistol.prefab

assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_oilrig.prefab

assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_patrol.prefab

assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_peacekeeper.prefab

assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_roam.prefab

assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_roamtethered.prefab

assets/rust.ai/agents/npcplayer/humannpc/tunneldweller/npc_tunneldweller.prefab

assets/rust.ai/agents/npcplayer/humannpc/tunneldweller/tunneldweller.prefab

assets/rust.ai/agents/npcplayer/humannpc/underwaterdweller/npc_underwaterdweller.prefab

assets/rust.ai/agents/npcplayer/humannpc/underwaterdweller/underwaterdweller.prefab

Edited by domleg
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Mals

Posted

I've used that trick too in plugins spawning npcs/animals and teleporting players, works a treat to make sure they can click to a navmesh.  But it does look odd and can go "crunch".

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