Azami1213
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Everything posted by Azami1213
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Oh you used a "_" instead of a period where the real shortnames are rocket.launcher and not rocket_launcher. It works now, thanks! Edit: Doesn't seem to apply properly for the rpg7 or the homing launcher?
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Adding any weapons to the "excluded weapons" sections doesn't change anything. I've added all rocket launchers to the list but they still reload to 2+ rockets
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- 4 comments
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- #ai zombies apocalypse plugin
- #custom npc
- (and 8 more)
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Oh I'm sorry I was just confused. MonBots uses the correct running and walking animations with melee and ranged weapons but scarecrows don't have the AI to utilize ranged weapons so it defaults to melee with them and they use the correct animations as well. If I try to give a scarecrow a gun or a weapon it didn't initially spawn with then they just put it away and stand there.
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Yes I've confirmed the BotRespawn bots do not use the run animation with neither melee nor ranged weaponry
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In MonBots and the vanilla Scarecrows they both utilize the new sprinting animations. BotRespawn bots only use a basic walking animation but their physical speed is increased so they appear as if they powerwalk towards you at high speeds.
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6. Yes, I've tested this with the MonBots plugin and even the vanilla Scarecrow and they work use the new running animations
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3. Unloading it caused some errors but reloading it (both during parachuting NPCs) literally pulled the FPS camera out of my skull and peppered me with: "2026-07-08T20:06:58.450Z|0x36d0|ArgumentException: The Playable is invalid. It has either been Disposed or was never created. at Parachute.%039f1d05fa216f66b4606ea329bad9c0502c9483 (BasePlayer %cd01bd474dbdc94f9c49fc9de29a0c64a0bcd6f6) [0x00000] in <00000000000000000000000000000000>:0 at BaseVehicleSeat.%039f1d05fa216f66b4606ea329bad9c0502c9483 (BasePlayer %cd01bd474dbdc94f9c49fc9de29a0c64a0bcd6f6) [0x00000] in <00000000000000000000000000000000>:0 at SledSeat.%039f1d05fa216f66b4606ea329bad9c0502c9483 (BasePlayer %cd01bd474dbdc94f9c49fc9de29a0c64a0bcd6f6) [0x00000] in <00000000000000000000000000000000>:0 at ParachuteSeat.%039f1d05fa216f66b4606ea329bad9c0502c9483 (BasePlayer %cd01bd474dbdc94f9c49fc9de29a0c64a0bcd6f6) [0x00000] in <00000000000000000000000000000000>:0 at BasePlayer.%7bdb04d231e4f3e531929e3e0b662677ba349605 () [0x00000] in <00000000000000000000000000000000>:0 at BasePlayer.%8378688ee65497f274a50ce38a7026438d12b6b7 (System.Single %11e251d5f79bc825f908159214e55099f9f9d642) [0x00000] in <00000000000000000000000000000000>:0 at Client.Update () [0x00000] in <00000000000000000000000000000000>:0" 4. I think it'd be particularly helpful to make the BotRespawn bots work with the command or else I'd have to keep relying on Vanish which makes me invisible to ALL bots and AI but also messes with my stats (hunger, health, thirst) and makes testing other plugins and gameplay mechanics difficult when I'm either 100% invisible or visible but being shot by 6 other bot profiles that'll interrupt other user experience if I unload the profiles entirely. 5. Sure I can test it out for you no problem. Just let me know what to test and I can check it out 6. Also did you notice that the bots don't use the new run animations either? It's funny to see somebody power walk at 50mph towards me with a rock
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1. Alright I guess it is what it is haha 2. It seems the MLRS works (but is just buggy on Facepunch's side) but those spawned with "entity.spawnhere rocket_mlrs" have no effect 3. The error is: oxide.unload BotReSpawn <-- Me calling the plugin to unload while bots are parachuting in "Failed to call hook 'Unload' on plugin 'BotReSpawn v1.5.6' (NullReferenceException: Object reference not set to an instance of an object.) at UnityEngine.Bindings.ThrowHelper.ThrowNullReferenceException (System.Object obj) [0x00018] in <7ef4b7e39e5e4212acadbf6d2e50d7fa>:0 at UnityEngine.Collider.set_enabled (System.Boolean value) [0x00006] in <2d0f16869212430390072ac38dfbbd87>:0 at Parachute.GetDismountPosition (BasePlayer player, UnityEngine.Vector3& res, System.Boolean silent) [0x00000] in <2fdac1f19e0a4e3fb6d15abcab9cbda0>:0 at BaseMountable.GetDismountPosition (BasePlayer player, UnityEngine.Vector3& res, System.Boolean silent) [0x00021] in <2fdac1f19e0a4e3fb6d15abcab9cbda0>:0 at BaseMountable.DismountPlayer (BasePlayer player, System.Boolean lite) [0x00097] in <2fdac1f19e0a4e3fb6d15abcab9cbda0>:0 at BasePlayer.EnsureDismounted () [0x0000e] in <2fdac1f19e0a4e3fb6d15abcab9cbda0>:0 at ScientistNPC.OnKilled () [0x00000] in <2fdac1f19e0a4e3fb6d15abcab9cbda0>:0 at BaseNetworkable.Kill (BaseNetworkable+DestroyMode mode, System.Boolean callOnKilled) [0x0005c] in <2fdac1f19e0a4e3fb6d15abcab9cbda0>:0 at Oxide.Plugins.BotReSpawn+CustomGroup.KillAll () [0x00094] in <535070b25cc946aca5bb664370b00e85>:0 at Oxide.Plugins.BotReSpawn.DestroySpawnGroups (UnityEngine.GameObject gameObject) [0x000a9] in <535070b25cc946aca5bb664370b00e85>:0 at Oxide.Plugins.BotReSpawn.Unload () [0x0000c] in <535070b25cc946aca5bb664370b00e85>:0 at Oxide.Plugins.BotReSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x006c6] in <535070b25cc946aca5bb664370b00e85>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0 Unloaded plugin BotReSpawn v1.5.6 by Steenamaroo <-- This has been hard to figure out why it would sometimes complete the unload or throw the error above and then softlock the plugin ( NullReferenceException: Object reference not set to an instance of an object. Calling kill - but already IsDestroyed!? parachute[15648655] NullReferenceException: Object reference not set to an instance of an object. Calling kill - but already IsDestroyed!? parachute[15648637]" ) <-- the error in the bracket is repeated constantly and causes SAM sites to literally begin firing wildly in random directions. Scientists will also either not despawn or will revert their name to "Scientist" and begin shooting players while also "sometimes" preventing the mod from unloading or reloading 4. I meant it as the BotRespawn bots will continue to fire at players who are using the "ai.addignoreplayer" command that causes AI to no longer target the player it's called on. (turrets ignore this anyways but they aren't bound by it anyways) 5. Did you notice that the bots don't use the new run animations either? It's funny to see somebody power walk at 50mph towards me with a rock
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Apparently with BotRespawn enabled, the Bradley no longer obeys the "ai.addignoreplayer" command and will attack players regardless. Same applies to the bots, they don't obey the command either. Also apparently reloading a profile with parachuting scientists causes the entire plugin to throw so many errors that reloading or unloading the plugin isn't possible. And lastly the SAM sites target parachuting NPCs but the rockets phase through them. Yes the "Invincible while parachuting" option was set to "false" Sorry for 3 bug reports lol
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Oh also the MLRS cannot damage bots when "Pve safe" is enabled!
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It's 30-40m in the Temperate biome but the outpost is inside that biome so they happen to spawn all around it...
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The problem is that the bots stand on the edge of safe zones after wandering near them from the biome spawners and shoot players trying to go to/from safezones> If it helps you look in the right direction I've noticed that NPC sentries when told to ignore authorization will actively shoot at whatever NPC system you're using for the bots? Scarecrows are automatically fired upon regardless and Scientists are ignored unless the sentry is told to ignore authorization. The new Scientist2 NPCs don't adhere to ANY rules and can't be targeted by anything so they're a rogue variable lol
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Also, I've noticed that bandit and scientist sentries don't target the bots. Some of my players are saying they're being shot at by bots in and around safe zones. The bots only stop after the player enters the safe zone, even though the "Respect Safe Zones" setting is enabled for that profile. The second they leave the zone, however, the bot immediately opens fire again, even when they're only a few meters away from Peacekeeper sentries that will gun you down if you try to defend yourself.
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Whoops! I meant "SPLASH" damage, melee works just fine against them
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Yeah that matches my experience. The bullets do damage but the cannon shells just go right through the bots (splash damage doesn't register either), so Bradley APCs just get stuck on one bot firing at them forever unless they're in range of the machine guns
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Oh yes I see it works for health but what about spawn amounts, damagescales, respawn timer, and other numerical settings that only increment in 1's?
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Hey I was wondering if there is currently or future plans to add accessibility options for in-game settings adjustments in bulk? I'd like a large number of bots in some locations and some with large healthpools but it's really inconvenient to have to click 600 times to change an option. Can we have buttons to change it in larger quantities like +5, +10, +50, +100? Thank you
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Tried and tested but the results were the same. Some other things I tried was to disable "Friendly Fire Safe", "Fire safe", "Animal Safe", and "Weapon Trap Safe" and the behaviour still persisted
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Upon closer CLOSER testing, it seems that not only do the Bradley cannon explosions damage bots but the entire shell itself is completely ignored by the bots. No settings have been changed as far as I know to facilitate this behaviour. The only loaded plugins at the time were: Vanish BotRespawn Kits Welcomer Admin Radar So in other words I've only loaded the bare minimum plugins possible with vanilla settings to confirm this behaviour is abnormal
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So upon further testing it appears it's the Bradley's main cannon that is unable to damage BotRespawn bots, the other guns work as intended
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As the title suggests. How do I fix this?
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- 4 comments
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- #ai zombies apocalypse plugin
- #custom npc
- (and 8 more)
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- 4 comments
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- #ai zombies apocalypse plugin
- #custom npc
- (and 8 more)