NaN errors when used with Bot Spawn and other botsError

When used with BotSpawn and parachuting bots I get a ton of errors in the console.
The greater the radius of detection, the more errors I get.

(20:34:53) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/misc/item drop/item_drop_backpack.prefab"
(20:34:53) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/misc/item drop/item_drop_backpack.prefab"
(20:34:54) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/scientist/scientist.prefab"
(20:34:54) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/scientist/scientist.prefab"
(20:34:54) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/scientist/scientist_corpse.prefab"
(20:34:54) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/scientist/scientist.prefab"
(20:34:54) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/scientist/scientist.prefab"
(20:34:54) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "grenade.f1 (world)/grenade.f1.worldmodel(Clone)"
(20:34:54) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/scientist/scientist_corpse.prefab"
(20:34:54) | Airforce Assassin[2053923] died (Generic)
(20:34:54) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/player/player.prefab"
(20:34:54) | grenade.f1.entity[7545764] changed its network group to null
(20:34:54) | smoke_grenade.weapon[7545766] changed its network group to null
(20:34:54) | semi_auto_rifle.entity[7545768] changed its network group to null
(20:34:54) | flashlight.entity[7545773] changed its network group to null
(20:34:54) | Invalid Position: scientist_corpse[7545709] (Infinity, Infinity, Infinity) (destroying)
(20:34:54) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/misc/item drop/item_drop_backpack.prefab"
(20:34:54) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/misc/item drop/item_drop_backpack.prefab"
(20:34:54) | Invalid Position: generic_world[7545740] grenade.f1 (world) (Infinity, Infinity, Infinity) (destroying)
(20:34:54) | Invalid Position: scientist_corpse[7545744] (Infinity, Infinity, Infinity) (destroying)
(20:34:54) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/misc/item drop/item_drop_backpack.prefab"
(20:34:54) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/misc/item drop/item_drop_backpack.prefab"
(20:34:56) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/scientist/scientist.prefab"
(20:34:56) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/scientist/scientist.prefab"
(20:34:56) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/scientist/scientist_corpse.prefab"
(20:34:56) | Airforce Assassin[6711856] died (Generic)
(20:34:56) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/player/player.prefab"
(20:34:56) | grenade.f1.entity[7545830] changed its network group to null
(20:34:56) | smoke_grenade.weapon[7545832] changed its network group to null
(20:34:56) | semi_auto_rifle.entity[7545834] changed its network group to null
(20:34:56) | flashlight.entity[7545839] changed its network group to null
(20:34:56) | Invalid Position: scientist_corpse[7545810] (Infinity, Infinity, Infinity) (destroying)

also, whenever the config is changed, all lights are usually "forgotten".

The "All" mode doesn't seem to work either, the light just turns on/off/on/off... like it can't figure out what to track.

I've been testing for 5 hours so let me know what more info you need.

:o)

Never mind the bit about "All" mode not working, I don't know why it was freaking out earlier.

It does crash the server in the end when enough errors come in a short amount of time.

The closer to the security light a para bot spawns, the more errors I get.
Seems like a net group registration thing, idk.

I will look into the errors with BotSpawn as well as why it would "forget" the saved lights on a config change.
ups, again: Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/scientist/scientist.prefab"

Merged post

and: Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/misc/item drop/item_drop_backpack.prefab"
5bcb6a3e45ab2.jpg S0N0FBISCUIT
I will look into the errors with BotSpawn as well as why it would "forget" the saved lights on a config change.

I have been using this since it came out with Botspawn (still) running and have never had any problems with bots or npcs running around the bases where there are security/searchlights. I do not use Paratrooper plugin so dont know how it reacts with that plugin.
I do not have any problems with the lights "forgetting" their settings.