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BotReSpawn 1.3.3

$40.00
   (39 reviews)

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Roofer

Posted

Ok it's good it works. Thank you for your help

 

Dr.D.Bug

Posted

In the prior versions, the bots that I equipped with a kit always had individual names. That is no longer the case and now they are all just called Scientist. Did i missed something in the configuration?

  • Sad 1
Malkizid

Posted (edited)

38 minutes ago, Dr.D.Bug said:

In the prior versions, the bots that I equipped with a kit always had individual names. That is no longer the case and now they are all just called Scientist. Did i missed something in the configuration?

Check your data folders, for the botprofiles you had created. They may have been reset or wiped when you updated.

oxide/data/BotReSpawn/default-Defaultprofiles.json  (or whatever profile.json you are using)
each profile within the config should have something like this "BotNamePrefix": "Botnamehere", for the custom name to appear

*Edit*  sorry it could also be your TemplateData.json too  where each monument or biome profile can also assign a "BotNamePrefix": "botnamehere" which should be just above the listed kits you have chosen.

Edited by Malkizid
Jacob Rain

Posted

1 hour ago, Malkizid said:

Check your data folders, for the botprofiles you had created. They may have been reset or wiped when you updated.

oxide/data/BotReSpawn/default-Defaultprofiles.json  (or whatever profile.json you are using)
each profile within the config should have something like this "BotNamePrefix": "Botnamehere", for the custom name to appear

*Edit*  sorry it could also be your TemplateData.json too  where each monument or biome profile can also assign a "BotNamePrefix": "botnamehere" which should be just above the listed kits you have chosen.

Me too, after the update all "BotNamePrefix" doesn't work

  • Like 1
Malkizid

Posted (edited)

15 minutes ago, Jacob Rain said:

Me too, after the update all "BotNamePrefix" doesn't work

custom Botnames are working on my test server with the updated version. Are your data folders all intact and set up? Perhaps Botrespawn is laoding the wrong ones?  Works on my Monument profiles, default profiles and Customprofiles (which I use for Bosses)

also make sure that in the config BotReSpawn.json that the   "DataPrefix": "default",   matches the prefix of your data files where the names etc. are stored.
I dont recommend copying my lazy and messy naming system, but that doesnt matter as long as this is correct.

botrspwn.jpg

Edited by Malkizid
Jacob Rain

Posted

49 minutes ago, Malkizid said:

custom Botnames are working on my test server with the updated version. Are your data folders all intact and set up? Perhaps Botrespawn is laoding the wrong ones?  Works on my Monument profiles, default profiles and Customprofiles (which I use for Bosses)

also make sure that in the config BotReSpawn.json that the   "DataPrefix": "default",   matches the prefix of your data files where the names etc. are stored.
I dont recommend copying my lazy and messy naming system, but that doesnt matter as long as this is correct.

botrspwn.jpg

I'm pretty sure there's nothing wrong with my configuration. I've also tried the default settings and it didn't work. Just like vanilla display names, I'm not sure if it's related to the recent update of vanilla display NPC names. I'm using Carbon 2.0.139.

 

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  • Like 2
Malkizid

Posted (edited)

@Jacob Rain Yes, I see your naming system is set up correctly, I had to ask though.
Damn, there does seem to be some sort of issue there because of FacePunch recent update.

I'm running oxide btw but I dont think carbon or oxide is the issue.
For now we will just have to hang on and see if there will be a patch.

@Steenamaroo have you noticed these issues, would you be able to implement a hotfix sometime soon?

Edited by Malkizid
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  • Administrator
Steenamaroo

Posted

Sorry folks, I didn't get notifications for this until @Malkizid @ pinged me.
Thanks for that.

There is an issue with names introduced in the wipe update but I have since sorted it out and will be pushing a public update soon.

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Malkizid

Posted

3 minutes ago, Steenamaroo said:

Sorry folks, I didn't get notifications for this until @Malkizid @ pinged me.
Thanks for that.

There is an issue with names introduced in the wipe update but I have since sorted it out and will be pushing a public update soon.

Thanks a lot for your hasty response, always appreciate your support and work - cheers!
Looking forwards to the release when its ready

  • Like 3
Papa Bear

Posted

New issue.  I have all my NPC's  set up with NPCKits and my A.I. Bots with BotReSpawn, showing a "BotNames" to be announced with Deathnotes and Simple Kill Feed.  Stopped working.  When I go to the Bot, in Vanish (Hitting Reload) I can see  their name is clearly Scientist.  Even though my configs still read the same.  Not sure if the Facepunch update has anything to do with this. 

Can you check this out?  Putting this in NPCKits too, so anyone that has that plugin, but not this one can see the issue is being addressed. 

Thank you,

Papa Bear

 "APC_Kill": {
      "type": 3,
      "Spawn": {
        "AutoSpawn": true,
        "Radius": 20,
        "BotNames": [
          "Bradley ParaTrooper"
        ],
        "BotNamePrefix": "a",

Dr.D.Bug

Posted

Have you read the comments before and installed the newest Version uploaded today? We all had problems with the default names "Scientist". 

  • Like 3
  • Administrator
Steenamaroo

Posted

Confirmed fix in both BotReSpawn and NPCKits.
Papa Bear DMd me shortly after this.

Thanks again, all! 👍

  • Like 1
Malkizid

Posted (edited)

Hi there, BotReSpawn NPC's cause the new Rust  TravellingVendor  (IceCream van) to shit iteself  when they encounter eachother on the roads.

a sample from console repeeated spam:
KeyNotFoundException: The given key 'Hunter Camelia[2611237]' was not present in the dictionary.

Perhaps it is also related to TruePVE, not sure. Happens with some other npc plugins we use such as ZombieHorde too

The vendor cant decide to drive past them or not and if they are hostile it will kill them but eventually bugs out with console spam.
I forgot to save my logs so I'll edit this post with more solid info as soon as I can.

Edited by Malkizid
  • Administrator
Steenamaroo

Posted

Unfortunately it's not just BotReSpawn npcs.
I've seen the message with other npcs and, even sometimes, with real players.

I wrote a small patch plugin to make the vendor flat out ignore any hostile npcs. I'll send it to you.

  • Love 1
william long

Posted

couple of Questions 

1.  Is there settings somewhere that we can see the Normal NPC Scientist Settings please?

2. Is there a Way the Bots can react to more then 1 Player (ATM i have duos saying they just attack a single player at a time)?

Papa Bear

Posted (edited)

@william long

2. Is there a Way the Bots can react to more then 1 Player (ATM i have duos saying they just attack a single player at a time)?

Did you check to make sure  Behavior Modifier "PEACEKEEPER" is set to false?  If not, and you want the Peacekeeper setting to be true, then there is a global setting for them to react to being attacked, or react to the player that currently has recently fired a weapon (60 second timer).

Edited by Papa Bear
  • Like 1
Flint Monkey

Posted

Is anyone having an issue where bots in placed in the Ferry Terminal using custom spawn points spawn in the ground (up to waist is below the floor inside the monument itself)? I've tried replacing the bot spawn points multiple times (using addspawn) and am getting the same result.

  • Administrator
Steenamaroo

Posted

I've never placed npcs there but I can fire up a map and check it out.
Any chance you could fire me a screen shot for reference?

william long

Posted

On 9/29/2024 at 10:25 AM, Papa Bear said:

@william long

2. Is there a Way the Bots can react to more then 1 Player (ATM i have duos saying they just attack a single player at a time)?

Did you check to make sure  Behavior Modifier "PEACEKEEPER" is set to false?  If not, and you want the Peacekeeper setting to be true, then there is a global setting for them to react to being attacked, or react to the player that currently has recently fired a weapon (60 second timer).

yes i have it turned to false but if 2 players are next to each other one can shoot a bot get its attention and the other run up and just marlee them 

MooDDang

Posted

Hello, I have been using your plugin and it’s been working great. Thank you!

However, after Rust’s recent update, it seems that the navmesh has disappeared from certain terrains. As shown in the attached image, a profile that was working perfectly until now has suddenly become unusable. Now, I have no choice but to wait until the next month's reset.

Is it possible for the plugin to resolve this issue?

image.png

  • Administrator
Steenamaroo

Posted

Hi @MooDDang
No, I'm afraid not. Navmesh isn't something that's within BotReSpawn's control.

I think the only real options are
1: Temporarily disable that profile, to see if things are fixed/reverted at some point

2: Temporarily (or permanently) relocate or remove those npcs

3: Set the profile to stationary, for now.

 

The third option sucks, of course, because the npcs wont be able to move,
but they will, at least, spawn in the intended locations and fight with people.

  • Like 1
Kaj Van der Hallen

Posted

I'm on version 1.3.0 and I get this error:

Failed to call hook 'CanPopulateLoot' on plugin 'BotReSpawn v1.3.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.BotReSpawn.CanPopulateLoot (ScientistNPC entity, NPCPlayerCorpse corpse) [0x0000a] in :0 at Oxide.Plugins.BotReSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01239] in :0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in :0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in :0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0

Any ideas what might cause this?

  • Administrator
Steenamaroo

Posted

HI @Kaj Van der Hallen
Could you reload BotReSpawn and tell me if you see additional/different errors at that point?

Thanks for reporting.

  • Administrator
Steenamaroo

Posted

Continuing in private message.

  • Like 1

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