
JustMe
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Everything posted by JustMe
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That did the trick. While trying to find the issue I did notice setting the weapon's probability to 0 seemed to remove the messages. Thanks!
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I've DM'd them to you.
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I get the above error spammed in my console. I assume it is some item short name that changed, however I cannot seem to find where or in which file? Any advice on how to debug this? Or have the console display which Key is throwing the above error?
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Okay, will try out other weapons. Thanks
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Tunnel Dwellers does not seem to shoot far / properly when given kits via NPCkits. They only shoot when you are in point blank range. The same kits work with surface bots, I.E. Junkpile Scientists.
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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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Makes me think.... 5 nakeds with DBs and a agro range that spans the entire biome = Doorcamping bots..... right XD? I pity the oak that wanted to play alone for a while....
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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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Oooooooh. Thanks a million! How do I mark this as solved?
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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
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Nailgun attack range is very short.... Do i have something mis-configured?
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Same issue with crossbows. The guys just keep reloading.
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I'd like to add a few oaks with bows. but they don't seem to shoot?
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I created a few roaming bots in a biome and gave them roaming kit and loot via a kit. However now I have primitive oaks with bows dropping the loot from the kit and default NPC loot like SPAS shotguns and buckshots etc... Is there a setting to prevent default loot from being added to an NPCs body? Or a method to setup a custom loot table for their bodies?