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MichuX started following New navmesh update issue
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Changed Status from Pending to Fixed
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Zombie8u changed their profile photo
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After the latest updates, completing the raid base no longer grants players experience.
imthenewguy replied to DRALDEN's Support Report in Support
Ive confirmed with others on my discord that it is working. ONe thing to try would be to run both plugins with default configs and see if they work. If they do, it means it's config related. Can't see any issues from my end though. - Today
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Ok, I think I ahve managed to find the answers here but maybe if I can just have it confirmed (tho some tests will likely confirm this for me) The control of how each NPC will 'despawn' is set in the NPC profile it looks like: "IsRemoveCorpse": true, It also appears that NPCs do trigger group attacks using these variables: "GroupAlertEnabled": true, "GroupAlertRadius": 50.0, "GroupAlertReceivers": "", So I guess there will be a lot of configuration needed to mkae things a little more realistic
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jestermgee started following NPC body instantly despawns?
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aimacak started following NPC body instantly despawns?
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KpucTaJl started following NPC body instantly despawns?
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I just wanted to confirm if there is a way to not have the NPC instantly turn into a loot bag when killed? I'd like the usual behavior of a body which eventually turns to a loot bag since bodies are easier to see from a distance Also, I have switched from RESpawn and while it was not the most configurable plugin it did offer a somewhat better NPC experience around monuments mostly because attacking an NPC would alert others close by and they would begin to push and in some cases, flank around. I find many NPCs just run back and forth on a line until you get close to them then by default they shoot with too much accuracy which I will have to tune
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It hasn't been resolved. I need to delete the plugin before it can start successfully.
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Aronshire started following Announcements
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0g.Ghost.7373 started following Server crash
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Has this been fixed? I had to remove it because of this error. I had to Wipe my test server after updating this, NPCSpawn, and Animalspawn.
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Aronshire joined the community
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Luuxen started following server cannot start/Freeze
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same for me but the solution is: rebooting without the npcspawn.cs, let the server bootup, and let it finish the new navmesh stuff, then load the npcspawn.cs, and then rebooting with no issues.. think its because we didnt had the chance to generate the new navmesh, with the plugin loaded..
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Precisely what my log showed as well.
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After the latest update, the server cannot start, and it has been tested many times.
- Yesterday
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Maison Studio joined the community
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Fan joined the community
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same Failed to run a 6.75 timer in 'MonumentEvents v1.1.13' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.MonumentEvents+MilitaryCH47NPCs+<>c__DisplayClass13_0.<DropNPCS>b__0 () [0x00067] in <9c1642fe29d146e4977ee099766db6be>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <15f61ddda771464d8246ebdce8ff4811>:0 Failed to run a 7.00 timer in 'MonumentEvents v1.1.13' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.MonumentEvents+MilitaryCH47NPCs+<>c__DisplayClass13_0.<DropNPCS>b__0 () [0x00067] in <9c1642fe29d146e4977ee099766db6be>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <15f61ddda771464d8246ebdce8ff4811>:0 Failed to run a 7.25 timer in 'MonumentEvents v1.1.13' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.MonumentEvents+MilitaryCH47NPCs+<>c__DisplayClass13_0.<DropNPCS>b__0 () [0x00067] in <9c1642fe29d146e4977ee099766db6be>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <15f61ddda771464d8246ebdce8ff4811>:0 The NPC drop code searches for a valid navmesh position to spawn each scientist. That search can return null, but immediately casts the result to Vector3, causing the NullReferenceException. Each NPC has its own delayed timer, explaining the repeated errors at 6.75, 7.00, and 7.25 seconds. The stack trace doesn’t pinpoint the exact expression, but this is a confirmed crash path in that callback, prob best to just skip failed spawn locations safely maybe?
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oh, boo. Must need using Rust.Ai.Gen2; or using Rust.Ai; I'll get on it in the morning. Thanks!
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Alex123134 changed their profile photo
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Changed Status from Pending to Not a Bug Changed Fixed In to 1.3.6
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aidenneal12 changed their profile photo
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Hi, sorry for the long reply, I didn't see the message, what's wrong with you?
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gg.polarbear changed their profile photo
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A new update is available. I'm sorry for the inconvenience. The error was a classic RustEdit bug that duplicates objects when the map is edited. Thank you for reporting it, and have a great day.
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