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Everything posted by pookins
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I find that the bots in this plugin are quite intelligent, they will attack you if you shoot at a close "companion" they will follow you if you attack them, the whole point of making kits for the individual groups of bots is so that you can increase the risk of attacking which monument they guard.. With this plugin i dont need to waste time having two different plugins to do the job of this already does.
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- 222 comments
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You are always going to have that problem as your players improve in their gameply, if you make the bots too many,too fast or too hard to kill it will deter new players from staying on your server (i lost 40% of my regular players) and they dont come back. i make the more valuable monuments harder and the smaller ones reasonably easy, the biome bots vary, from lightly armed nomads , mid armed survivalists to hard to kill snow patrol ,
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the default bots are the ones you assign to a monument without making any changes, go to the /data/BotResPawn/default-DefaultProfiles.json and look at the unchanged profile(s), This is mine from the Airdrop one which i dont use { "Events": { "AirDrop": { "type": 3, "Spawn": { "AutoSpawn": false, "Radius": 100, "BotNames": [], "BotNamePrefix": "", "Keep_Default_Loadout": false, "Kit": [], "Day_Time_Spawn_Amount": 5, "Night_Time_Spawn_Amount": 0, "Announce_Spawn": false, "Announcement_Text": "", "BotHealth": 100, "Scale_NPC_Count_To_Player_Count": false, "FrankenStein_Head": 0, "FrankenStein_Torso": 0, "FrankenStein_Legs": 0 }, "Behaviour": { "Roam_Range": 40, "Aggro_Range": 30, "DeAggro_Range": 40, "Peace_Keeper": true, "Bot_Accuracy_Percent": 50, "Bot_Damage_Percent": 50, "Running_Speed_Booster": 10, "Roam_Pause_Length": 0, "AlwaysUseLights": false, "Ignore_All_Players": false, "Ignore_Sleepers": true, "Target_Noobs": false, "NPCs_Attack_Animals": false, "Friendly_Fire_Safe": false, "Melee_DamageScale": 1.0, "RangeWeapon_DamageScale": 1.0, "Rocket_DamageScale": 1.0, "Assist_Sense_Range": 30, "Victim_Bleed_Amount_Per_Hit": 1, "Victim_Bleed_Amount_Max": 100, "Bleed_Amount_Is_Percent_Of_Damage": false, "Target_ZombieHorde": 0, "Target_HumanNPC": 0, "Target_Other_Npcs": 0, "Respect_Safe_Zones": true, "Faction": 0, "SubFaction": 0, "Dont_Fire_Beyond_Distance": 0 }, "Death": { "Spawn_Hackable_Death_Crate_Percent": 0, "Death_Crate_CustomLoot_Profile": "", "Death_Crate_LockDuration": 10, "Corpse_Duration": 1, "Weapon_Drop_Percent": 0, "Min_Weapon_Drop_Condition_Percent": 50, "Max_Weapon_Drop_Condition_Percent": 100, "Wipe_Main_Percent": 0, "Wipe_Belt_Percent": 100, "Wipe_Clothing_Percent": 100, "Allow_Rust_Loot_Percent": 100, "Rust_Loot_Source": "Default NPC", "RustRewardsValue": 0.0, "XPerienceValue": 0.0 }, "Other": { "Chute": false, "Invincible_Whilst_Chuting": false, "SamSite_Safe_Whilst_Chuting": true, "Backpack_Duration": 10, "Suicide_Timer": 5, "Die_Instantly_From_Headshot": false, "Require_Two_Headshots": false, "Fire_Safe": true, "Grenade_Precision_Percent": 50, "Instant_Death_From_Headshot_Allowed_Weapons": [], "Disable_Radio": true, "Use_Map_Marker": false, "Always_Show_Map_Marker": false, "MurdererSound": false, "Immune_From_Damage_Beyond": 400, "Short_Roam_Vision": false, "Off_Terrain": false }
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- 222 comments
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As i said i use a varied amount of weapons so never use that command, i found the best cave defense is the use of smoke grenades and incendieary rockets as well as AK47 cover. I load all turrets individually for that reason. my ammunition stacks are also quite high so that grenade launchers would have 100+, Rockets 100+ and AK47, M249 would have 6k each. Sorry could not help, hope you get it resolved
- 106 comments
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- 106 comments
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- 106 comments
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as i said before ALL the bots that i have equipped with kits/weapons ARE using those weapons . BotReSpawn, Guarded Crate, Huntsman and Dangerous Treasures are all working as normal and all those bots ARE armed and dangerous so i will ignore the error.
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The weapons they have (and use) are the same as originally equipped before this plugin had to be used. none of the plugins i have that spawn bots has had a weapon change. I will ignore the spamming and hope that it one day goes away Thanks anyway
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Since having to use this plugin I have been getting this error in consol. NullReferenceException: Object reference not set to an instance of an object Oxide.Plugins.NpcSpawn+CustomScientistNpc.EquipCurrentWeapon (Item weapon) (at <0edae0e319f44d7ea788ce614b753f4e>:0) Oxide.Plugins.NpcSpawn+CustomScientistNpc.EquipWeapon (System.Boolean skipDeployDelay) (at <0edae0e319f44d7ea788ce614b753f4e>:0) NPCPlayer.EquipTest () (at <7eac839b92da418b8d174606e4699650>:0) InvokeHandlerBase`1[T].DoTick () (at <8023e4fbdeac4bd9acb8d213f369a769>:0) InvokeHandlerBase`1[T].LateUpdate () (at <8023e4fbdeac4bd9acb8d213f369a769>:0) NullReferenceException: Object reference not set to an instance of an object Oxide.Plugins.NpcSpawn+CustomScientistNpc.EquipCurrentWeapon (Item weapon) (at <0edae0e319f44d7ea788ce614b753f4e>:0) Oxide.Plugins.NpcSpawn+CustomScientistNpc.EquipWeapon (System.Boolean skipDeployDelay) (at <0edae0e319f44d7ea788ce614b753f4e>:0) NPCPlayer.EquipTest () (at <7eac839b92da418b8d174606e4699650>:0) InvokeHandlerBase`1[T].DoTick () (at <8023e4fbdeac4bd9acb8d213f369a769>:0) InvokeHandlerBase`1[T].LateUpdate () (at <8023e4fbdeac4bd9acb8d213f369a769>:0) NullReferenceException: Object reference not set to an instance of an object Oxide.Plugins.NpcSpawn+CustomScientistNpc.EquipCurrentWeapon (Item weapon) (at <0edae0e319f44d7ea788ce614b753f4e>:0) Oxide.Plugins.NpcSpawn+CustomScientistNpc.EquipWeapon (System.Boolean skipDeployDelay) (at <0edae0e319f44d7ea788ce614b753f4e>:0) NPCPlayer.EquipTest () (at <7eac839b92da418b8d174606e4699650>:0) InvokeHandlerBase`1[T].DoTick () (at <8023e4fbdeac4bd9acb8d213f369a769>:0) InvokeHandlerBase`1[T].LateUpdate () (at <8023e4fbdeac4bd9acb8d213f369a769>:0) NullReferenceException: Object reference not set to an instance of an object Oxide.Plugins.NpcSpawn+CustomScientistNpc.EquipCurrentWeapon (Item weapon) (at <0edae0e319f44d7ea788ce614b753f4e>:0) Oxide.Plugins.NpcSpawn+CustomScientistNpc.EquipWeapon (System.Boolean skipDeployDelay) (at <0edae0e319f44d7ea788ce614b753f4e>:0) NPCPlayer.EquipTest () (at <7eac839b92da418b8d174606e4699650>:0) InvokeHandlerBase`1[T].DoTick () (at <8023e4fbdeac4bd9acb8d213f369a769>:0) InvokeHandlerBase`1[T].LateUpdate () (at <8023e4fbdeac4bd9acb8d213f369a769>:0) NullReferenceException: Object reference not set to an instance of an object Oxide.Plugins.NpcSpawn+CustomScientistNpc.EquipCurrentWeapon (Item weapon) (at <0edae0e319f44d7ea788ce614b753f4e>:0) Oxide.Plugins.NpcSpawn+CustomScientistNpc.EquipWeapon (System.Boolean skipDeployDelay) (at <0edae0e319f44d7ea788ce614b753f4e>:0) NPCPlayer.EquipTest () (at <7eac839b92da418b8d174606e4699650>:0) InvokeHandlerBase`1[T].DoTick () (at <8023e4fbdeac4bd9acb8d213f369a769>:0) InvokeHandlerBase`1[T].LateUpdate () (at <8023e4fbdeac4bd9acb8d213f369a769>:0) NullReferenceException: Object reference not set to an instance of an object Oxide.Plugins.NpcSpawn+CustomScientistNpc.EquipCurrentWeapon (Item weapon) (at <0edae0e319f44d7ea788ce614b753f4e>:0) Oxide.Plugins.NpcSpawn+CustomScientistNpc.EquipWeapon (System.Boolean skipDeployDelay) (at <0edae0e319f44d7ea788ce614b753f4e>:0) NPCPlayer.EquipTest () (at <7eac839b92da418b8d174606e4699650>:0) InvokeHandlerBase`1[T].DoTick () (at <8023e4fbdeac4bd9acb8d213f369a769>:0) InvokeHandlerBase`1[T].LateUpdate () (at <8023e4fbdeac4bd9acb8d213f369a769>:0)
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If you set a number for a monument or biome it will spawn that amount , with the monuments they will roam within your roam settings, with the biomes they will roam over the entire biome, when you kill a bot from any monument or biome a replacement bot will spawn after the respawn time you have set to reach that monument/biomes set amount
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edit the config to add a few bots per biome for the day time and check after about an hour of the server being up (or reloading plugin) to see if they are actually spawning. you can always remove them if you find it is actually working, I used to have difficulty checking night time spawns as i use skipnightvote so it is rarely nighttime :)
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same here
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doesnt work for me Error while compiling TurretsReborn: 'PlayerInventory' does not contain a definition for 'FindItemsByID' and no accessible extension method 'FindItemsByID' accepting a first argument of type 'PlayerInventory' could be found (are you missing a using directive or an assembly reference?) | Line: 531, Pos: 56
- 106 comments
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It goes in the config like this { "Bottom Text List": [ "<color=#00FFFFFF><B>DO NOT REDEEM A KIT WITH A FULL INVENTORY</B></color>", "<color=#00FFFFFF><B>Type /kit for kit menu</B></color>", "<color=#00FFFFFF><B>THIS IS A SURVIVAL GAME NOT A TEA PARTY</B></color>", "<color=#00FFFFFF><B>ANYTHING that MOVES IS an ENEMY</B></color>", "<color=#00FFFFFF><B>You get your own RECYCLE BOX after ONE HOUR of REAL time on Server </B></color>", "<color=#00FFFFFF><B>Type /rad animals for info on animals with loot</B></color>", "<color=#00FFFFFF><B>Turn OFF STEAM CHAT CENSOR to see Guarded crate coordinates properly</B></color>", "<color=#00FFFFFF><B>You can find RAD SUITS in TRASH piles </B></color>", "<color=#00FFFFFF><B>You get a BACKPACK after ONE HOUR of REAL time on Server</B></color>", "<color=#00FFFFFF><B>ANYTHING that MOVES IS OUT TO KILL YOU</B></color>", "<color=#00FFFFFF><B>You get your own RECYCLE BOX after ONE HOUR of REAL time on Server </B></color>", "<color=#00FFFFFF><B>THIS IS A SURVIVAL GAME NOT A TEA PARTY</B></color>", "<color=#00FFFFFF><B>type /kit for kit menu </B></color>", "<color=#00FFFFFF><B>WELCOME to Server , TRY not to BLEED TOO MUCH ! </B></color>", "<color=#00FFFFFF><B>EVERYTHING IS out to KILL YOU</B></color>", "<color=#00FFFFFF><B>Type /rad animals for info on animals with loot</B></color>", "<color=#00FFFFFF><B>Server Ranks and Rewards are based on players Real time on server</B></color>", "<color=#00FFFFFF><B>Loot roadside trash piles for Weapons, Rad suits and scrap</B></color>" ], "Change timer in seconds": 60.0 }
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