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pookins

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Everything posted by pookins

  1. pookins

    Motionless animals

    I dont use vanish at all,
  2. pookins

    Motionless animals

    I thought i would try out the plugin and adjusted the config to what i wanted, it loaded ok and confirmed population amounts BUT the animals do not move around at all, and do not attack even if i stand directly in front of them (?) i will try again later today and get some screenshots to demonstrate, as an example (customai) i ventured to an offshore island as was attacked by a bear and a wolf and whilst killing them was killed by a fast moving stag, on my return (for corpse) i was attacked by a boar, my mate was killed by a chicken 🙂
  3. at the minute when you enter the aggro range the animals will attack you, if they have low health they will run away, i have aggro set for all animals except horses and have also increased the speed they run depending on the animal, so instead of the stock game animals standing around until you trip over them these guys are running all over the map, they seem to have rest periods, so they run for a while , stop then start off again,
  4. I am using customai with aggro range (300+ animals) as well botspawn (400-700bots) with aggro range and there is no drag on the server, the only problem i am having is a steady/endless spam of the console as the animals kill the bots message and i get an entityondeath message from proximity alert , the whole reason i am using customai is i want to get the old crazy wolf/bear/boar etc attack behaviour back into the game,
  5. Thank you very much
  6. Can you add the aggro range of each animal and can you make it so they dont attack htn,botspawn bots, huntsman bots etc only players ? I currently use customai plugin but as the dev wont answer posts the animals (including chickens and stags) are killing off my bots at a steady pace, they wont attack htn scientists but kill any other bot,
  7. pookins

    HuntsMan

    I use (part of config) { "Hunter Settings": { "spawn chance (1-100%)": 70.0, "Spawn Amount": 1, "spawn radius": 15, "Health": 300, "Max Roam Distance": 20, "Damage multiplier": 4.6, "Lifetime (minutes)": 6.0, "Use kit (clothing)": true, "Kit ID": [ "huntsman1", "huntsman2", "huntsman3", "huntsman4"
  8. it works very well, install it and then type /perms group in chat and it will show all groups so that you can add/remove permissions , do the same with player names , if they have already got the permission by being in a group it will show "inherited" next to permission. My server is listed in RustIO server page and Steam server list so it does not interfere with anything.
  9. To avoid that situation you would pm the author and therefore not upset anyone, I have referenced Botspawn and permissions manager and have not received any comment from Umod team. The point is that they state what the rules are and that is that, if you go into a club where the rules are "no hats, caps or team colours" they will remove you if you dont obey, thats life
  10. pookins

    spamming

    I think maybe a "first day" thing with the new game update, had a few other anomolies with loot disappearing from chests etc , but seems to be settled down now (?), Anyway things are still working well so have a relaxing weekend and dont forget the flowers
  11. pookins

    spamming

    now getting this error Failed to call hook 'OnNpcTarget' on plugin 'BotSpawn v2.1.6' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.BotSpawn.OnNpcTarget (NPCPlayerApex npcPlayer, BaseEntity entity) [0x000be] in <1e246f96a565422c83121ecfd31e879d>:0 at Oxide.Plugins.BotSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0055b] in <1e246f96a565422c83121ecfd31e879d>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <31122a27a2414cd799150f8677cf39d4>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <c2afd8354b8b4f3ca451cf5a1aa111c3>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <c2afd8354b8b4f3ca451cf5a1aa111c3>:0
  12. pookins

    HuntsMan

    might just be a glitch , i have not noticed anything yet like that.
  13. I agree thanks for the update, they all go to sleep when they are supposed to :}
  14. Might not happen on the next map . and still having too much fun with the plugin to start playing around with it, its more like a bit of feedback than anything else, as i said i get the message but the bots ARE there, if they were absent i would worry more about it. Thanks again for a great plugin.
  15. No custom spawn points at all. And i have moved the radius out to 250 and still getting the error message even though the bots are cleary visible ? File Manager > \oxide\data\BotSpawn\default-CustomProfiles.json { "DataProfiles": {}, "MigrationDataDoNotEdit": {} } File Manager > \oxide\data\BotSpawn\default-SpawnsData.json { "CustomSpawnLocations": { "Abandoned Cabins 0": [], "Abandoned Supermarket 0": [], "Abandoned Supermarket 1": [], "Abandoned Supermarket 2": [], "Airfield 0": [], "Bandit Camp 0": [], "Giant Excavator Pit 0": [], "Harbor 0": [], "Harbor 1": [], "HQM Quarry 0": [], "Launch Site 0": [], "Lighthouse 0": [], "Lighthouse 1": [], "Mining Outpost 0": [], "Outpost 0": [], "Oxum's Gas Station 0": [], "Oxum's Gas Station 1": [], "Oxum's Gas Station 2": [], "Satellite Dish 0": [], "Sewer Branch 0": [], "Stone Quarry 0": [], "Sulfur Quarry 0": [], "The Dome 0": [], "Water Treatment Plant 0": [], "Wild Swamp 0": [], "Wild Swamp 1": [], "Junkyard 0": [], "Military Tunnel 0": [], "Mining Outpost 1": [], "Mining Outpost 2": [], "Power Plant 0": [], "Train Yard 0": [], "Fishing Village 0": [], "Fishing Village 1": [], "Large Fishing Village 0": [], "Large Barn 0": [], "Ranch 0": [], "Train Tunnel 0": [], "Train Tunnel 1": [], "Train Tunnel 2": [], "Train Tunnel 3": [], "Train Tunnel 4": [], "Train Tunnel 5": [], "Train Tunnel 6": [], "Train Tunnel 7": [], "Train Tunnel 8": [], "Train Tunnel 9": [] } } its a puzzle 🙂
  16. This is not a new problem , this has happened a few times in the past and you have always given the advise to expand the spawn radius, I will see if i can find a few examples , pity the umod files are no longer available .
  17. pookins

    The Button

    post your config
  18. Made the radius 215 and still the same. lighthouse is facing a very wide open beach with no obstructions. RustIO map seed 698005706 *right hand side or just type Pal-ul-don in search bar. and as you can see from the picture above there ARE 5 bots spawned. *been watching spawns and notice that they are still not following nightime/daytime spawn settings , tunnel bots should not be there in the daytime and extra (20) bots per biome at night still there as well, if i reload botspawn they go to config settings but that will only last a few "game" days .
  19. That is what i thought but (?) anyway unloaded BS again and changed it to 205 and then loaded it and didnt find any bots on lighthouse1 , unloaded again and made nighttime numbers 15 reloaded and made it 12am, and the shoreline lit up, this lighthouse is offshore so they all spawned on the shore, i killed them all and then waited for daytime and only five showed up which is normal and no error message, killed them and waiting to see if they spawn on time, hows this for funny , now i am getting the error message that there is not enough room for them to spawn (as above) so will miss out on one bot except i can see 5 bots there ? , i cannot understand it. i have 5day and 15night set up. i got 5 there but its spamming my console about not being able to spam "one" of them ?
  20. Thanks for the quick response, just had a few tries and set the Radius from the sublime (30) to the ridiculous (200) and still the same problem , BUT only with lighthouse 1 ?? is there something new in the .cs file that only seems to effect this monument as i have seen other threads regarding this same lighthouse (all on different maps) BTW. Have a nice Easter and keep away from the Covid
  21. That is the same problem i am getting , i keep checking bots.count in console during the game day and find that the Railway Tunnels and Fishing Villages which are only supposed to be populated at night have the population in the day, and all the nighttime (extra) spawns are up and running (usually towards me) *maybe it is not taking account of server time (?)
  22. I have moved the radius of that monument from 120-130-140 now at 150 and i am still getting that same error message for that same lighthouse, all other monuments are good. its surprising as we are for sure on different maps 🙂 and now updated to 2.1.5 (thanks for the time fix all my nighttime bots were out in the day) Edit , thought the nighttime numbers spawning in the day was fixed but it only lasted one game day after that they are still hanging around after daytime (0900) started. checked at 12noon and they are still there
  23. my deadliest bots are in the swamps with pistols, very bad place to go
  24. arm them with auto pistols and see how it goes
  25. pookins

    Not responding

    Seems to be ok now, must have been a glitch, reloaded plugin and restarted server and back to normal
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