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Everything posted by pookins
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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 }
- 19 comments
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Since using the BotReSpawn option ON (and creating a CUSTOM BotReSpawn bot) also using CustomLoot "HuntsMan" option i find that the Huntsman now works great the only difference is that he no longer drops a backpack and you dont get that message BUT the amount of loot optioned in CustomLoot makes up for it, So there is now no problem and i hope that anyone else who is having the same problem do the same to fix it
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This plugin has not been working properly since version 1.3.3, the Huntsman will spawn (now) but will not shoot 90% of the time and will just stand arouind or walk around looking stupid, The bots for BotReSpawn and Dangerous Treasure plugin would have had the same issues corrected to allow the bots to behave normally but on this plugin this has not happened ?
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To save myself time i cut the config from the line below the "kit" option (in the source config) then paste that cut piece into the config of each of the monuments etc that i want to the same (after of course removing those secions from the target config) , You of course must have the plugin unloaded and after editing save and reload plugtin. it saves me hours especially when you have so many smaller monuments where you want the bots to have a different name and kit,
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Updated for July FP update and the Huntsmen are back to not shooting yet again, when is this problem going to be fixed or do i have to ignore all updates and use the version three updates ago ?
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Just started getting this error, anything to worry about ? KeyNotFoundException: The given key was not present in the dictionary. System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <fb001e01371b4adca20013e0ac763896>:0) Oxide.Plugins.BotReSpawn.BestRange (Oxide.Plugins.BotReSpawn+BotData bdata, Oxide.Plugins.BotReSpawn+Range targetrange) (at <b66cb6326932480ab10157e9007ba350>:0) Oxide.Plugins.BotReSpawn.SelectWeapon (ScientistNPC npc, Oxide.Plugins.BotReSpawn+BotData bData, BaseAIBrain brain) (at <b66cb6326932480ab10157e9007ba350>:0) Oxide.Plugins.BotReSpawn+BotData.SelectWeapon () (at <b66cb6326932480ab10157e9007ba350>:0) KeyNotFoundException: The given key was not present in the dictionary. System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <fb001e01371b4adca20013e0ac763896>:0) Oxide.Plugins.BotReSpawn.BestRange (Oxide.Plugins.BotReSpawn+BotData bdata, Oxide.Plugins.BotReSpawn+Range targetrange) (at <b66cb6326932480ab10157e9007ba350>:0) Oxide.Plugins.BotReSpawn.SelectWeapon (ScientistNPC npc, Oxide.Plugins.BotReSpawn+BotData bData, BaseAIBrain brain) (at <b66cb6326932480ab10157e9007ba350>:0) Oxide.Plugins.BotReSpawn+BotData.SelectWeapon () (at <b66cb6326932480ab10157e9007ba350>:0) KeyNotFoundException: The given key was not present in the dictionary. System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <fb001e01371b4adca20013e0ac763896>:0) Oxide.Plugins.BotReSpawn.BestRange (Oxide.Plugins.BotReSpawn+BotData bdata, Oxide.Plugins.BotReSpawn+Range targetrange) (at <b66cb6326932480ab10157e9007ba350>:0) Oxide.Plugins.BotReSpawn.SelectWeapon (ScientistNPC npc, Oxide.Plugins.BotReSpawn+BotData bData, BaseAIBrain brain) (at <b66cb6326932480ab10157e9007ba350>:0) Oxide.Plugins.BotReSpawn+BotData.SelectWeapon () (at <b66cb6326932480ab10157e9007ba350>:0)
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It has always been an issue for some people ever since the game came out, FP says that the sex (ect) of your character is based on your steam id and cannot be changed, you can take the risk of creating a new steam id but could very well end up with the same sex in the new character, I have one steam character that is a heavily built black man and on my other account I am a slim asian woman, does it make a difference , NO
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- 106 comments
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I decided to update to this latest version hoping that the "doesnt shoot" problem had been fixed BUT they are spawning (with chat warning) equiped with a choice of 4 kits and none of them are firing , they just wander around close to the dead animal , looks like i will have to go back two versions and hope that still works
- 1 reply
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