All Activity
- Past hour
-
I’m not really an expert on it either, but it’s all quite simple: create an empty map prefab list -> cargoshiptest, drag it onto the map, change the coordinates in the window that appears to 0,0,0, prefab lsit -> Npc Spawner or something similar -> move it to the spot you like, and change Global to Local in the window and now you have the coordinates for BetterNpc Let me know when we can close the ticket, I’m not rushing you, just for mutual understanding
-
Changed Status from Pending to Closed
-
We discussed it in Discord; BossMonster had versions 2.2.0, and the fixes for this were added in 2.2.1. Please be careful I think we can close it
-
Thanks for the info. I figured Cargo was a little more complex than standard monuments due to the fact there are 2 variants so the top deck can differ and it's a moving monument. Not up to speed using RustEdit or how to add local spawn points so will have to dig into that a bit. The extra template you provided is probably enough for me to make something work for the moment, quick test adding an extra heavy NPC and they appear in decent locations so I think I will use the default NPCs as normal with some extra roaming ones from the template mixed with these heavy stationary gunners just to make it a bit more of a challenge. Gives me something to work with at least.
- Today
-
AvG Лаймон started following server cannot start/Freeze
-
3.4.7 and all other is latest the problem still actual the server can start up only without npcspawn
-
Yes, BossMonster was the culprit; the server started up fine after the update. Thanks for the replies and the quick response. I really love my project and get very worried when something breaks. Good luck!
-
Hello, its already in roadmap. If you want you can using my fix before official release. find this method in HarborEvent.cs private void OnDestroy() and change this: if (Cargo.IsExists()) Cargo.Kill(); to this: if (Cargo.IsExists()) { List<BaseEntity> children = new List<BaseEntity>(Cargo.children); foreach (BaseEntity child in children) { if (!child.IsExists()) continue; if (child is BasePlayer || child is PlayerCorpse) { child.SetParent(null, true, true); } else if (child is DroppedItemContainer container) { Rigidbody rb = container.GetComponent<Rigidbody>(); if (rb != null) { rb.isKinematic = false; rb.useGravity = true; rb.WakeUp(); } child.SetParent(null, true, true); } else if (child is DroppedItem droppedItem) { droppedItem.SendMessage("BecomeActive", SendMessageOptions.DontRequireReceiver); droppedItem.SetParent(null, true, true); } } Cargo.Kill(); }
-
Hello, are you sure that in time of testing you havnt active cooldown for this event? Can you check it via /eventstime commands for PveMode, make screen with output messages and try again to became owner? Also you can clear your cooldowns via command for PveMove: ClearTimePveMode {steamid} - clears the list of the time when the player with SteamID ({steamid}) participated in the event the last time
-
К плагинам KpucTaJI вы можете создавать запросы на русском языке По поводу навигационной сетки, ранее на Нефтяных вышках, Подводных лабораториях и в некоторых других местах могли передвигаться только НПЦ с навигационной сеткой 1, сейчас же я не замечаю разницы между ними, возможно мы узнаем какие-то подробности позже. Новая навигационная сетка генерирует навмеш автоматически, вы можете посмотреть на него выполнив в консоли клиента команду rustnav.draw. Вы можете использовать старую навигационную сетку используя параметр запуска сервера -useOldNavmesh, некоторые так и делают. Я использую новую, хоть на ней и есть некоторые баги и недочёты, зато раньше узнаем о различных ситуациях. По поводу вашего изначального вопроса, в ваших пресетах включен режим Сна, скорее всего вы проверяли их движение в ванише или инвизе, т.к. НПЦ просыпаются только при наличии видимого игрока в указанном в пресете радиусе.
-
Blight changed their profile photo
-
It doesn't matter. Cargoship differs from regular spawn points because it has specific nuances related to the nav mesh, and it’s also constantly moving. For these reasons, if you’re using a preset that isn’t a stationary NPC, I advise you not to try to specify coordinates there — the coordinates will be searched for automatically. You can change the number of NPCs you want, as I did in my example for the first preset. I’ve also added a fourth NPC preset for you, in which I specified the coordinates I liked. I found them using RustEdit. You need to place cargoshiptest at the zero coordinates, and then use objects, for example, an Npc spawner, to place the NPC wherever you like. After that, you need to transfer the local coordinates to BetterNpc. But, as I mentioned above, there are some nuances with the navmesh in Cargo, so in the preset I’ve added, you can only use stationary NPCs. { "Enabled? [true/false]": true, "Remove default NPCs? [true/false]": true, "Respawn NPCs when the cargo ship docks at the harbor? [true/false]": true, "Respawn NPCs when new crates spawn? [true/false]": false, "Presets": [ { "Enabled? [true/false]": true, "Minimum numbers - Day": 50, "Maximum numbers - Day": 50, "Minimum numbers - Night": 50, "Maximum numbers - Night": 50, "The name of the NPC preset from the NpcSpawn plugin": "Scientist-Cargo-Moving", "NPC Configuration (used if preset is empty)": null, "Rewards for killing the NPC (key - plugin name, value - points to give)": {}, "List of spawn positions (X, Y, Z) (used if Spawn Type - Custom)": [] }, { "Enabled? [true/false]": true, "Minimum numbers - Day": 2, "Maximum numbers - Day": 2, "Minimum numbers - Night": 2, "Maximum numbers - Night": 2, "The name of the NPC preset from the NpcSpawn plugin": "Scientist-Cargo-Stationary-1", "NPC Configuration (used if preset is empty)": null, "Rewards for killing the NPC (key - plugin name, value - points to give)": {}, "List of spawn positions (X, Y, Z) (used if Spawn Type - Custom)": [ "(2.80, 24.69, -40.16)", "(1.49, 18.50, -38.79)" ] }, { "Enabled? [true/false]": true, "Minimum numbers - Day": 3, "Maximum numbers - Day": 3, "Minimum numbers - Night": 3, "Maximum numbers - Night": 3, "The name of the NPC preset from the NpcSpawn plugin": "Scientist-Cargo-Stationary-2", "NPC Configuration (used if preset is empty)": null, "Rewards for killing the NPC (key - plugin name, value - points to give)": {}, "List of spawn positions (X, Y, Z) (used if Spawn Type - Custom)": [ "(-0.18, 23.26, 67.59)", "(10.69, 27.61, -38.89)", "(-10.59, 27.61, -38.83)" ] }, { "Enabled? [true/false]": true, "Minimum numbers - Day": 21, "Maximum numbers - Day": 21, "Minimum numbers - Night": 21, "Maximum numbers - Night": 21, "The name of the NPC preset from the NpcSpawn plugin": "Scientist-Cargo-Stationary-1", "NPC Configuration (used if preset is empty)": null, "Rewards for killing the NPC (key - plugin name, value - points to give)": {}, "List of spawn positions (X, Y, Z) (used if Spawn Type - Custom)": [ "(6.0, 9.5, -57.0)", "(-6.0, 9.5, -57.0)", "(7.5, 12.5, -49.5)", "(-7.5, 12.5, -49.5)", "(0.0, 15.5, -49.5)", "(9.0, 24.5, -45.0)", "(-9.0, 24.5, -45.0)", "(9.0, 3.5, -42.0)", "(-9.0, 3.5, -42.0)", "(6.0, 0.5, -27.0)", "(-6.0, 0.5, -27.0)", "(6.0, 0.5, -12.0)", "(-6.0, 0.5, -12.0)", "(6.0, 0.5, 4.5)", "(-6.0, 0.5, 4.5)", "(0.0, 0.5, 13.5)", "(6.0, 0.5, 19.5)", "(-6.0, 0.5, 19.5)", "(6.0, 0.5, 39.0)", "(-6.0, 0.5, 39.0)", "(0.0, 3.5, 52.5)" ] } ] }
-
saculyeet started following Announcements
-
saculyeet joined the community
-
WarisGG started following Monument Events (All in One Events)
-
Hi Ifte, Thank you for the recent MonumentEvents updates. I have a small localization suggestion for a future version. In v1.1.14, chat/tip notifications are localized per player, but the {EVENT_NAME} placeholder is always replaced with monumentInfo.displayPhrase.english in messages such as event start, crate hack, crate loot and event end. This forces monument names to English even when we have translated custom names in oxide/data/MonumentEvents/SettingsData.json under "Monument Name". Would it be possible to add a config option to use the custom "Monument Name" from SettingsData for event notifications and map markers? For example: "Use custom Monument Name from SettingsData": true That would let multilingual servers use names such as “Patio ferroviario” while keeping English as a fallback/default. It would be especially useful because the map marker is shared by all players, so using the server’s configured custom name there makes sense. Thanks for considering it.
-
Rebeca92 started following Announcements
-
Rebeca92 joined the community
-
can you make this support Loot Table & Stacksize GUI 2.2.21
Adem replied to The Coffee Guy's Support Report in Support
-
can you make this support Loot Table & Stacksize GUI 2.2.21
Adem replied to The Coffee Guy's Support Report in Support
Hi! This plugin is already supported by all of my plugins. -
Hello, I’ve sent a friend request to your nickname on Discord, can you accept it? @shrpndfcsd
-
I will add that I have upgraded the NPCs to Heavy Scientists with a minigun and that does add some challenge but really would like to find out how to get a spawn point on the rear of the ship and more in the hold since many will bypass the deck and just hit the hold where there are just 2 lazy scientists
-
- 299 comments
-
- #enhanced
- #custom loot
-
(and 7 more)
Tagged with:
-
i have 127 plugins on my server yours is the only one i have problems with the name lol
-
you can do something you just wont its fine just own it
-
its carbon panel lol
-
jestermgee started following Cargo Ship Improvements?
-
aimacak started following Cargo Ship Improvements?
-
KpucTaJl started following Cargo Ship Improvements?
-
So I have things working and the Cargo Ship I hoped would be more difficult now but find it's probably easier as it stands. The stationary NPC replacements no longer shoot at a sniper from harbor even if I increase their listen range. Also, I find often no spawns of NPCs in the cargo hold areas. Workaround currently is to disable the stationary spawns and allow the default NPCs to also spawn so there are just more roaming ones but this is not difficult still, just requires a lot of ammo. I would like to generate a few new spawn points on the ship notably one at the rear where people will usually fly a mini to land. I'd also like to add some in the bottom area of the cargo hold. I cannot figure out how to generate a new spawn coordinate local to the current monument. I have tried to generate a spawn in a test file using /SpawnPointPos Test and this creates a custom file with a spawn location however this location appears to be a global position and not local to the current monument/event I am standing in. Is there a way to set additional spawn locations for cargo or suggestions to make it more challenging?
-
belldandy started following Airfield Event
-
There's no way to remove specific files unless they're completely removed from the marketplace. It should naturally fall down your list though.