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BotReSpawn 1.3.3

$40.00
   (39 reviews)

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  • Administrator
Steenamaroo

Posted

Hi @Adam Lewis- That makes perfect sense. Can't see why I shouldn't be able to add that for you.
Thanks for the suggestion.

  • Like 1
Covfefe

Posted

Anyone know if the bots are able to toss grenades? If so can they be equipped alongside guns? I want them to toss grenades and be able to shoot their guns. Just like the NPCs from Convoy

Snivel

Posted

5 hours ago, Covfefe said:

Anyone know if the bots are able to toss grenades? If so can they be equipped alongside guns? I want them to toss grenades and be able to shoot their guns. Just like the NPCs from Convoy

Try it and let us know. Unless I try it first, lol. It would be funny if they blow themselves up.

  • Haha 2
  • Administrator
Steenamaroo

Posted

@Covfefe+ @Snivel
Grenade tossing is in V1.0.7, which is more or less release ready.

  • Love 3
Covfefe

Posted

Do you think it would be possible to use the frankenstein AI and have the bots walk onto foundations and buildings?

  • Administrator
Steenamaroo

Posted

I'd need to look into that but it's pretty unlikely in the short term.
Not ruling it out but I have other things I'm planing to work on first.

  • Like 1
  • Administrator
Steenamaroo

Posted

On 3/10/2022 at 7:32 AM, MooDDang said:

 

thanks for the reply

I checked, my server's nav_wait is already true

Issue found and solved. Changes added to V1.0.7, coming soon.
Thanks for taking the time @MooDDang

PandaJun

Posted

botrespawn toplayer 76561198372514957 aaa

Failed to call hook 'botrespawn' on plugin 'BotReSpawn v1.0.6' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.BotReSpawn.botrespawn (ConsoleSystem+Arg arg) [0x0013f] in <e430671388784dd2ae0a02fb69def8ec>:0
  at Oxide.Plugins.BotReSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01880] in <e430671388784dd2ae0a02fb69def8ec>:0
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <60c318df79ed41688ea59335e48d61ad>:0
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <50629aa0e75d4126b345d8d9d64da28d>:0
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <50629aa0e75d4126b345d8d[110] 

 

  • Administrator
Steenamaroo

Posted

Hi @PandaJun
Thanks for reporting.
This is found + fixed. Fix will be in the next update.

  • Like 1
PandaJun

Posted

2 hours ago, Steenamaroo said:

Hi @PandaJun
Thanks for reporting.
This is found + fixed. Fix will be in the next update.

I will wait for updates without sleep. Thank you for your work HA HA HA

  • Like 1
406_Gromit

Posted

i was just wondering how this handle spawns, i am noticing that biomes spawns keep parachuting in at the same location, a player has built a base and they keep dropping into his compound, i do have random spawns from another site. if that is option too

  • Administrator
Steenamaroo

Posted

Hi @406_Gromit
That's another found/fixed/will be in V1.0.7.
The biome spawnpoints are meant to randomise so they don't keep respawning in the same place over and over, but it wasn't working.

I should probably add a building priv check, though. I'll take a look at that tomorrow.
Thank you!

  • Like 3
Snivel

Posted

Is it possible to have like 20 bot names in a profile that has 5 bots and it picks the names sequentially or randomly?

  • Administrator
Steenamaroo

Posted (edited)

Hi,
The name for the npc is picked randomly from your list of botnames by default.
If you have 20 names and 5 npcs, you should eventually see all the names being used as npcs are killed/respawned.

Edited by Steenamaroo
  • Like 1
Fusion 3.64

Posted

Do I need to wipe/change anything for this update? The bots are ignoring everyone.
Then again my server has been a flaming shit show ever since the move. So could just be that.

RICK

Posted

we need these two functions
botspawn spawn <profilename>
botspawn kill <profilename>

  • Administrator
Steenamaroo

Posted

1 hour ago, thepiercedweirdo said:

Do I need to wipe/change anything for this update? The bots are ignoring everyone.
Then again my server has been a flaming shit show ever since the move. So could just be that.

Some things have changed and been added but, no, there are no hard requirements for update.
Can't think of any reason npcs should be ignoring players now where they weren't before, but there is a damage issue which I'm about to patch for.

  • Administrator
Steenamaroo

Posted

19 minutes ago, RICK said:

we need these two functions
botspawn spawn <profilename>
botspawn kill <profilename>

Noted. Thank you!

Fusion 3.64

Posted (edited)

25 minutes ago, Steenamaroo said:

Some things have changed and been added but, no, there are no hard requirements for update.
Can't think of any reason npcs should be ignoring players now where they weren't before, but there is a damage issue which I'm about to patch for.

Already sorted it with Steen in chat. But for anyone else who has this problem. It was the plugin NoSash that did it for me and the setting
"Target_Noobs": false,

Edited by thepiercedweirdo
  • Like 1
pookins

Posted

6 hours ago, Steenamaroo said:

Some things have changed and been added but, no, there are no hard requirements for update.
Can't think of any reason npcs should be ignoring players now where they weren't before, but there is a damage issue which I'm about to patch for.

Must be a conflicting plugin (?)  as bots are still very aggro on mine , they will come for you if you shoot them from a distance,

MON@H

Posted (edited)

13 hours ago, thepiercedweirdo said:

Already sorted it with Steen in chat. But for anyone else who has this problem. It was the plugin NoSash that did it for me and the setting
"Target_Noobs": false,

Would be better idea to set this default value to "true" instead of making people search for this

Edited by MON@H
  • Like 1
pookins

Posted

6 minutes ago, MON@H said:

Would be better to set this to false as default instead of making people search for this

I have been using "no sash" since its release and never had any problem with it, it also has no config or data to change !

I am using "No Sash" by Wulf version 1.0.2

MON@H

Posted (edited)

17 minutes ago, pookins said:

I have been using "no sash" since its release and never had any problem with it, it also has no config or data to change !

I am using "No Sash" by Wulf version 1.0.2

There is nothing to config in that plugin. You must edit data files of BotReSpawn and change to "Target_Noobs": true if you want to prevent bots from ignoring all your players. And I was talking about default value of BotReSpawn plugin.

Since many people using this "No Sash" plugin, it would be wiser to set this default option to true. Also, for all people with "No Sash" plugin installed this new option will be entirely useless. It could be implemented some other, more accurate way, but that's the different story.

Edited by MON@H
pookins

Posted

42 minutes ago, MON@H said:

There is nothing to config in that plugin. You must edit data files of BotReSpawn and change to "Target_Noobs": true if you want to prevent bots from ignoring all your players. And I was talking about default value of BotReSpawn plugin.

Since many people using this "No Sash" plugin, it would be wiser to set this default option to true. Also, for all people with "No Sash" plugin installed this new option will be entirely useless. It could be implemented some other, more accurate way, but that's the different story.

Sorry for the misunderstanding, I am using an *unreleased version 1.0.7 of BotReSpawn and that config option is not in it so i thought you were referring to No Sash plugin

  • Administrator
Steenamaroo

Posted

9 hours ago, pookins said:

Must be a conflicting plugin (?)  as bots are still very aggro on mine , they will come for you if you shoot them from a distance,

They're meant to respond if they're attacked from distance.
In previous versions they'd return fire regardless of their weapon but in the latest version you have an option called
Limit_ShortRange_Weapon_Use
which you can set true if you don't want npcs with pistols only, for example, to return fire over very long distances.
In that case, and with the limit option true, the npcs will attempt to move closer before firing.

You can, of course, still give them a rifle or bolty or something and they'll return fire from where they are.

  • Like 1

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