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TruePVE It was OK before 3.0 I can test without truePVE later in the evening
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Hello. Currently, we do not have an environment where we can run the Carbon test server, so we are unable to verify its operation. While we have received reports from customers that it worked with version V1, we cannot guarantee it. We plan to conduct formal verification as soon as a suitable environment is available.
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- #hapis
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headshotfabrik started following Announcements
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headshotfabrik joined the community
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Changed Status from Pending to Closed
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- 128 comments
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- #spawn everything
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dyl246096 started following Announcements
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dyl246096 joined the community
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Changed Status from Pending to Work in Progress
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do you have any plugins that control damage? works fine on my server
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TonyGrim changed their profile photo
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Haluk1903 started following Announcements
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Haluk1903 joined the community
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Clan invitations not appearing / unable to accept
MeventSupport replied to WarisGG's Support Report in Support
Hey! Yeah this is a UI thing in 2.0.8, not the permission. Invites dont get lost. The problem is that a player without a clan only gets the create clan card, theres no way into invites from there. And with ServerPanel, /clan join was opening the create screen instead of invites. Both are fixed now. Since 2.0.10 theres an Invites button with a counter right on the create card, and 2.0.11 shows clanless players only their own invites. Just update to 2.0.11 and it should be good. -
bobsniper started following Cargo Plane Crash
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xjumbo22x changed their profile photo
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massa2a started following The cooldown (CD) does not work after a restart.
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I'm facing the serious same issue on my server, is an update coming soon ????
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psyrs005 started following Announcements
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psyrs005 joined the community
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Can you paste the full error please so I can see what's going on?
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imthenewguy started following Error
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pogo_pedagog joined the community
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When the button is pressed, the prison doors open, but the zombies do not come out.
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Version 1.3.0
4 downloads
[ ! ] The zip contains a DLL extension that goes into RustDedicated_Data/Managed. Some hosts do not allow uploading DLLs - check with your host first. [ ! ] NpcDialogue gives your NPCs the game's own conversation screen. Rust only draws that screen for the talks it ships with, so a custom NPC normally gets a chat message or a generic panel. NpcDialogue rebuilds it one to one, measured from the game's own UI files: the black letterbox bars, the name tag on the panel's top edge, the red X, the lines that type themselves out, the numbered answers and the blue-framed mission panel with its objectives, time limit, reward slots and COMPLETED button. Stand where an NPC should be, type /npcd add trader, and a talking NPC appears there. Inside a monument it is saved relative to it, so it comes back at every copy of that monument on every map and survives wipes. Its answers check things (a permission, a group, an item, money) and do things (charge or pay scrap, Economics or ServerRewards, give or take items, grant permissions), written as short lines in the config: pay 50, give largemedkit 1. Every check runs before anything happens, payments come first, and an answer that cannot finish undoes everything it did and hands back the very items it took. Developers get an API to register conversations, missions, conditions and actions at runtime, spawn NPCs and follow every conversation through hooks. Our other plugins use it too: the Case Battles key dealer and the Relics black market broker talk through it. Works on Oxide and Carbon No other plugin needed Needs CrashExtensions (included in the zip) 8 languages built in Jump to: Features · How an answer works · Screenshots · Commands · Permissions · Install · Configuration · Test server · FAQ · API Features For players The vanilla screen. Letterbox bars, name tag, red X, typed lines and numbered answers, with the colours, sizes and fonts of the game's own conversation. Missions that look like missions. The blue panel shows up to 4 objectives, a time limit, up to 6 reward items with their amounts and a COMPLETED button. Your language. English, German, Spanish, French, Italian, Portuguese, Russian and Ukrainian, with the game's own words for TIME, REWARDS and COMPLETED. It gets out of the way. The screen closes by itself when you walk away from the NPC, die, go down or disconnect, and a fast double click never pays twice. For server owners Talking NPCs where you stand. /npcd add <conversation> places one facing where you look. Inside a monument it is saved relative to it, so it stands at every copy of that monument, on every map, and survives wipes. Answers without code. Conditions hide a row (permission, group, item with skin, money, and ! in front to negate any of them). Actions do the work: pay, reward, give, take, grant and revoke. Safe by design. Every check runs first, payments run before anything else, and an answer that cannot finish undoes everything it did (the same items come back, wear and attachments included) and shows its "fail" speech. Your currency. Scrap by default, any other item, Economics or ServerRewards. Vanilla NPCs too. The real texts of the Boat Vendor, Stable Master, Airwolf Vendor, Fisherman and CZ-721 scientist come ready, and you can give any vanilla NPC a new conversation. One-shot rewards. Mark a claim with a permission so a gift can only be taken once. A broken config is never overwritten. The plugin saves a copy as NpcDialogue.json.broken and runs the defaults until you fix the file. Server commands on any answer, with {steamid} for the player, and sounds for refused and completed answers. For developers An API. Register conversations, missions, conditions and actions at runtime, spawn and remove NPCs, and open a screen you drive yourself. See the API. Hooks for every step. Start, pick and end of every conversation, plus a ready hook to register in. Clean unloads. Everything a plugin registers or spawns is dropped when it unloads. How an answer works The row shows or hides. An answer with Conditions shows only when every one of them passes. A condition that fails to run hides the row too. Checks first. When a player picks it, every action is checked before anything runs. Payments first. The debits are summed and taken first, then Economics or ServerRewards rewards, then other plugins' actions, then item gives, item rewards and permission changes. Inside each group the actions run in the order you wrote them. A failure undoes it all. If a step cannot finish, payments come back, rewards are taken back and the very items taken return to their slots; the refused sound plays and the answer's "fail" speech shows. A give or item reward bigger than 30 stacks never runs (the player sees only the "fail" speech): split it. If Economics or ServerRewards refuses a refund, it is kept in oxide/data/NpcDialogue_owed.json and paid the next time the player picks an answer or connects, also after a wipe. Then the conversation moves on to the next speech, or ends. After a purchase the next pick waits half a second, so a fast double click never buys twice. Then its server commands run. They cannot fail the answer: if a command does nothing (a plugin not loaded, a wrong id), what the actions took is not given back, so test a command once from the console first. The shipped trader conversation shows all of it: a large medkit for 50 scrap, 1000 wood for 40 scrap and a one-shot gift. This is its first answer as it sits in the config: "Text": "Sell me a large medkit. [PAY 50 SCRAP]", "Next speech id (empty = end conversation)": "sold", "Actions (all checked first, then run in order)": [ "pay 50", "give largemedkit 1" ], "Next speech id when an action cannot run (empty = stay)": "poor" Screenshots Every screen below is NpcDialogue running in Rust. A placed trader: answers that sell, buy and give The mission panel: objectives, time and rewards COMPLETED closes the mission Mission offers with their own icons Long speeches wrap and type out line by line In the player's language Commands /npcd add <conversation> [id] - place a talking NPC where you stand, facing where you look /npcd remove [id] - remove the NPC with that id, or the one next to you /npcd list - list the placed NPCs and the ones other plugins placed /npcd tp <id> - teleport to an NPC /npcd respawn - place every NPC again, reading the NPC list from the config file /npctalk [id] [speech] - preview a conversation: answers move between speeches but run no actions or commands All of them need admin or the npcdialogue.admin permission. Permissions npcdialogue.admin - /npcd and /npctalk. Staff only (admins can always) npcdialogue.gift - lets a player see the shipped trader's one-shot gift row npcdialogue.gift.claimed - written by the gift itself once it is taken. Do not grant it A permission that starts with npcdialogue. and is used in a conversation is registered for you. A typical setup: oxide.grant group admin npcdialogue.admin oxide.grant group vip npcdialogue.gift Install Install the extension, once per server. Stop the server, copy Oxide.Ext.CrashExtensions.dll into RustDedicated_Data/Managed (Carbon: carbon/extensions) and start it again. The console prints Loaded extension CrashExtensions with its version. An older copy of the DLL is simply overwritten: it is one shared file for all our plugins. Install the plugin. Copy NpcDialogue.cs into oxide/plugins (Carbon: carbon/plugins). It compiles on its own and creates oxide/config/NpcDialogue.json. Try it. Grant npcdialogue.admin to your staff, stand somewhere in game, type /npcd add trader and talk to the NPC that appears. Then write your own conversations, missions and NPCs in the config and run oxide.reload NpcDialogue. Plugin does not compile? The extension is missing or too old: check the folder and restart again. On a hosting panel, upload the DLL with the file manager or SFTP, and keep a copy in case the panel resets that folder on an update. Configuration Everything lives in oxide/config/NpcDialogue.json. Config sections (click to expand) Conditions and actions Conditions: permission <perm>, group <group>, item <shortname> [amount] [skin], money <amount>. Put ! in front to negate one, for example !permission vip Actions: pay <amount>, reward <amount>, give <shortname> [amount] [skin], take <shortname> [amount] [skin], grant <perm>, revoke <perm> Without a skin, item and take count only plain items, so a skinned or renamed item is never taken by mistake One-shot rewards: mark the claim instead of revoking. Use the condition !permission npcdialogue.gift.claimed and the action grant npcdialogue.gift.claimed. A revoke cannot take a permission a group gives, so the plugin refuses it then FAQ Q: I run NpcDialogue. What changes when I update? A: Replace NpcDialogue.cs and, if you update the extension too, restart once. Your config, your conversations, missions and placed NPCs load as they are. Q: Is it identical to the game's own screen? A: The layout, colours, fonts and the typing animation are measured from the game's files. A server cannot do three things: hide the vitals and hotbar while you talk, answer to the number keys and close on ESC. The red X closes the screen and the answers are clicked. Q: What happens to the vanilla NPCs? A: Nothing, until you ask. The default conversations hold the real texts of the Boat Vendor, Stable Master, Airwolf Vendor, Fisherman and CZ-721 scientist, and their purchase answers are text only until you give them actions or server commands. An override replaces that NPC's whole vanilla conversation, including what its answers did (buying boats, opening its shop, handing out missions), on every NPC that carries it. The console says what an override drops the first time it runs. Q: Do I need an economy plugin? A: No. Money is scrap unless you pick another item, Economics or ServerRewards in the Currency section. Q: Can another plugin use it? A: Yes, that is what the API is for. Register conversations, missions, conditions and actions when OnNpcDialogueReady fires, spawn NPCs, or open a screen you drive yourself. The Case Battles key dealer and the Relics black market broker do exactly that. Q: What if an NPC gets removed by another plugin? A: A placed NPC is put back by itself, checked every minute. If a spot keeps losing its NPC right after it spawns, the plugin stops that spot with one warning until you run /npcd respawn or reload it. Q: Does it contact any outside service? A: No. It makes no web requests and sends nothing about your server or your players. Q: Can I translate it? A: Eight languages are built in, and each player sees the language of their own game. Your own conversations and missions show exactly as you write them. Q: Does it work on Carbon? A: Yes. The extension goes into carbon/extensions instead of RustDedicated_Data/Managed, and everything else is the same. API / Hooks // Hooks void OnNpcDialogueReady() object CanNpcDialogueStart(BasePlayer player, string conversationId, BaseEntity npc) void OnNpcDialogueStarted(BasePlayer player, string conversationId, BaseEntity npc) object CanNpcDialoguePick(BasePlayer player, string conversationId, string speechId, int index) void OnNpcDialoguePicked(BasePlayer player, string conversationId, string speechId, int index) void OnNpcDialogueEnded(BasePlayer player, string conversationId) // API: NpcDialogue?.Call("Method", ...) bool API_StartConversation(BasePlayer player, string conversationId, BaseEntity npc = null, string speechId = null) bool API_ShowDialogue(BasePlayer player, string npcName, string text, List<string> responses, Action<BasePlayer, int> onResponse, Dictionary<string, object> mission = null, BaseEntity npc = null) void API_CloseDialogue(BasePlayer player) bool API_RegisterConversation(Plugin owner, string id, object data) bool API_RegisterMission(Plugin owner, string id, object data) bool API_RegisterCondition(Plugin owner, string name, Func<BasePlayer, string[], bool> check) bool API_RegisterAction(Plugin owner, string name, Func<BasePlayer, string[], bool> check, Action<BasePlayer, string[]> run, Action<BasePlayer, string[]> undo = null) NPCTalking API_SpawnNpc(Plugin owner, string id, Vector3 position, float yaw, string conversationId, string name = null, string prefab = null, Action<BasePlayer> onTalk = null) bool API_RemoveNpc(Plugin owner, string id) bool API_IsTalking(BasePlayer player) bool API_IsReady() Conversations and missions take a dictionary, an anonymous object, a JObject or JSON text with short keys: name, start, speeches; each speech id, text, mission, claim, responses; each response text, next, conditions, actions, failNext, commands, permission, missionIcon. An action fails by throwing from run; give it an undo that reverses run, and it is called when a later action of the same answer fails. An action without undo can only be the last plugin action of an answer: an answer that puts one before another plugin action does not run. onResponse gets the picked index, -1 when the player leaves, dies, falls asleep, is wounded or walks away (also when another plugin's dialogue replaces yours) and -2 for COMPLETED; call API_ShowDialogue again from the callback to continue. CanNpcDialogueStart runs while the dialogue is opening, so a handler cannot open one from inside it: open yours from NextTick. Register in OnNpcDialogueReady: everything a plugin registered is cleared when NpcDialogue or that plugin unloads. Questions, ideas or bug reports? Use the Support tab of this file or join our Discord.$4.99-
- #npcdialogue
- #npc dialogue
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jeannede16 joined the community
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Tomas Lee joined the community
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PigPucker joined the community
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Just so you know, I've pushed an update out to fix this.
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I just tried to install the plugin and files, but I get this error when loading the plugin 73 MonumentAddons - Failed to compile: The name 'DelayedSpawn' does not exist in the current context | Line: 9486, Pos: 17
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Ive been trying to hook into one of them for a couple weeks. the closest i can get is one sort of walking across it, and a power boost. no wheel movement. with "humannpc" , Ive also tried chickens, sheep, cows, similar results. Just fishing for info i might not know yet about it. mynpc has no brain. i haven't tried Personalnpc yet, if its free ill try it. (i love this plugin btw. those guys are always in the death notes feed)
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Changed Status from Pending to Closed
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Myawi joined the community
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Hello. Unfortunately, I’m having an issue where the UI for the electric furnace is completely bugged. Also, the new feature that shows your current multiplier is positioned underneath my inventory HUD—could it be moved somewhere else? In general, the UI really needs some fixes.
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Changed Status from Not a Bug to Fixed Changed Fixed In from 1.0.9 to 1.1.0
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Changed Status from Work in Progress to Fixed
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RustAfterDarkPVE changed their profile photo
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lancein16 joined the community
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Great collection of bases, filled with traps to make it a challenging raid as described. 10/10 Only bad thing to say is that the easy bases have to much metal doors, but great design and love the traps placement! Love the decorations! No regrets about buying this pack, immense value for money. Hope SavageBuilder will bring more bases in the future !
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- #raidable
- #base
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- #raidable
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- #raidables
- #raidbase
- #raidablebse
- #building base
- #base pack
- #mega pack
- #raid base packs
- #raid base full pack
- #raid base mega pack
- #raid loot tables
- #raidable base package
- #raidable base pack
- #base and loot
- #raidable bases and loot tables
- #build
- #builder
- #buildings
- #building
- #building bases
- #raiding base
- #raidbases
- #hard bases
- #nightmare bases
- #expert bases
- #easy bases
- #medium bases
- #base loot tables
- #base loot
- #loottables
- #raid base loot tables
- #build base
- #raidable base easy
- #raidable base medium
- #raidable base hard
- #raidable base nightmare
- #raidable base expert
- #all raidable bases
- #full pack
- #mega package
- #raid base pack
- #raidable bases pack
- #easy to nightmare
- #raid base full package
- #halloween
