I think i am being misunderstood in this, On my last map the "Wild swamp1" custom spawns were parented to one Monument, on the new map it is now close to a new monument on the other side of the map (to the original map) , as the maps i use are procedural the monuments are in different places on each map so the "custom spawn" i want for the extra ( 3 not included in botspawn) monuments are in close proximity relative to a different monument on each map,
So when the server is in its long startup process you see the consol error come up "Mining Outpost does not exist for abandoned cabins" or someting in a similar context, Do you have to have parent monuments for custom spawns at "other" monuments ?
The purpose of this feature is to allow you to have more than one profile at a monument which is supported by BotSpawn already,
without having to manually update the location every time you change map seed.
Dome, for example, is already supported.
To create a second profile there you create a custom profile, whilst standing at the Dome, then set 'Parent_Monument' to Dome.
Next time you change map seed, BotSpawn will move that custom profile to the Dome's new location.
I.E. No matter where the Dome is, your custom profile will be relocated there.
Without this feature the Dome would move, after seed change, but your custom "Dome2" profile would stay where the Dome used to be.
It's of no use to you where Swamps/Cabins are concerned, because those aren't default monuments in BotSpawn
Yup. The next major update adds new large monuments automatically as they're added to rust.
I might manually add the ones you mention before that, but it's just a matter of getting time on a server to do it.
I haven't really had much time for that lately.
Thanks that would be great, there is no hurry at all it was just something i would hope for in the future,
Steenamaroo were you able to incorporate the HTNPlayer profile and the ability for botspawn to ignore animals?
I put up a post here clarifying the HTNPlayer situation.
Botspawn guys should already ignore animals. If they aren't doing, it's most likely due to the currently disabled oxide hooks.
I'll double check tomorrow.
BotSpawn guys are Apex.
In response to theonecsm36 ():
Just checked. Looks like I removed animal ignore completely.
Looking back at notes, I think the NPCPlayers targeting hook wasn't processing animals or non-player entities at all. I reported it at the time.
Not sure if anything's changed since but I'll find out.
And support for these guys soon?
any chance you could add the oil rig bots to this plugin as would like to make them tougher at the oil rig :) many thanks
It wont be soon but I do have longer term plans to support the default populations.
I doubt it. I think they're a new (new) type.
You could use kits to get the appearance although behaviour wouldn't be the same.
I've heard people are now able to edit them, is this true, and if so, is it BotSpawn that is allowing this?