Just as a sanity check.
I removed all the data files for BotReSpawn and rebooted my tested server.
Created a new bot profile and ran the same tests.
After parachuting in, it is barely hit by turrets and therefore creates the illuision of "unkillable"
With no parachuting, it is dead in seconds.
Tried with AK47, M249, and Bolt Rifle
Hiya Steenamaroo,
I have a completely separate test server. The only plugins were the usual admin stuff. BotReSpawn and Kits.
Tested the same things. 3 autoturrrets with m249s, then High Calibre Revolver.
If any bot was spawned in from of them, they died.
If the bot was then set to parachute down (with invincible whilst chuting set to flase), they were very hard to kill. The turrets seemed to miss 90% of the shots.
It is so strange
hiya,
He is meant to be tough, but his health did not budge from turrets, checked using admin radar.
I even dropped him to 1000 HP for testing just in case.
Thanks,
Okay, I have done some testing.
It looks to be an issue with the setting Chute = True
I turned of TruePVE to remove that from the equation.
Tried with a bot with Chute = True and Invincible whilst chuting = false
Result: turrets cannot damage the bot, they hit it but there is no blood splat and no health loss.
Tried with Invincible whillst chuting = true and same behaviour.
Spawn the same bot with Chuting = false and dead from turrests in a couple of secnds
Hi Steenamaroo,
We are not seeing any other strange behaviour.
I thought the same about the hitting the ground trigger, the bots behave exactly as they should when they land, they are just immune to turrets
I'll get a couple of the players to test again.
thanks
I have had a look at that thread, it is simiilar. I had tested with TruePVE off and got same result.
For now I have just disabled the parachuting down element as I think it is tied to that.
Updated last night and have seen a few instances today where bots were immune to turrets. The only pattern I think I see it that these bots parachute in, and are immune whilst parachuting, so maybe it isn't releasing that setting when they land?
I have rolled back to 1.5.0 to test
Yeah, I knew how it worked, sometimes just explaining things back and forth helps with troubleshooting
I’m happy to test a debug version if you send it my way
If a monument is not available for bots to spawn at, should the profile be white (false) or green (true)?
I have a bot set to spawn at Sewer Branch. There is no Sewer Branch on the map
BotReSpawn knows it is missing.
[BotReSpawn] Parent monument Sewer Branch 0 does not exist for custom profile TwitchDrop
But is still shows as green in Custom Profiles?
Following on from what Pookins said above.
I have a daily backup and restart that happens at 1am.
From the logs, when the server came back up, the navmesh spam was immediate.
Prior to this, I thought it was my night time mobs causing the issue, but now I'm not so sure.
It has to be one of the profiles, but figuring out which one is tricky!
Okay, stopped BotReSpawn and the spam stopped.
However, upon restarting the spam does not start immediately. The plugin has been running for about 10 minutes and no errors so far.
yeah - that was from the file. There is nothing ahead of it.
I have tried a different entry to enable verbose logging, but that won't kick in till the server reboots
I don't think it would give much away, it is just this each line. Even after 6 hours, the log file is 7MB.
Unless I haven't got the correct advanced logging enabled?
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
and just a though, could it be some weird behaviour for missing monuments, for example, there is no Airfield on that map, so BotReSpawn should have disabled that as a possible spawn, but what if it thinks it is there?
it is generally okay for a while, like a good couple of hours then the console spam starts. It will be interesting if you get the same performance hit over at Junkyard, my FPS will drop to about a third of normal.
I do wonder if it is a scientist stuck in a junk pile.
We all know Facepunch fix one thing and break 2 more
Hi Steenamaroo,
I'm noticing the same. Definitely since the last Rust update. Even with the advanced logging I just get the same error as Pookins.
World Size: 3600
Server Seed: 10042025
data folder attached.
Pookins, do you notice any frame rate drops at Junkyard if you have bots there?
archive-2025-04-11T194749+0100.tar.gz.zip
Just updated to version 1.3.8.
When killing any bot they immediately disappear, no body, no loot bag.
How to recreate: Kill any bot.
Couldn't see any obvious setting that might be causing it, so rolled back to 1.3.7 for now
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