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Hi, Performance depends on a lot of things. Your server entity count, number of players, concentration of npcs (close together or spread out), aggro_range, whether or not dormancy is used../ Lots of things like this contribute to overall performance but, generally, yes; I'd say 2700 is probably far too many npcs for most servers. You can try reducing aggro ranges and spreading groups of npcs out a little bit more, and if your server pop is quite low using dormancy might help - making npcs dumb when there's no player near by to see them, but realistically I think the solution is to cut the numbers pretty heavily.
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That's something I didn't try when testing for the other guy, so I'll have a look at that today. Apologies - From your original post I thought your issue was just that they were invincible in the air. I didn't realise invincibility was persisting. I tested just now and Invincible_Whilst_Chuting appears to be working as intended. The npcs were invicible in the air then, as soon as they landed, a player-placed turret mowed them down. Are you seeing any other strange behaviour? Are these npcs non-responsive? Do they fail to walk/run around, or fire back? Can players still kill them? The only likely thing I can think of is that the trigger to say they've hit the ground is failing, which would render them still invincible but should also cause more problems, as described ^.
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Reloading plugin works if you build a base than reload the plugin. if you make changes to the floor /walls it needs another o.reload to make it baked together properly
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Robbo started following BoatControl
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codym511 started following imthenewguy
- Today
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3bernd3 started following Critical Bug in v1.7.2 - NullReferenceException on Form1_Load
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thought it was me again, so we will wait .
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- 6 comments
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AFKToxxiic changed their profile photo
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Suavecitos joined the community
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Anaconda started following NexusRestartManager
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I have had a look at that thread, it is simiilar. I had tested with TruePVE off and got same result. For now I have just disabled the parachuting down element as I think it is tied to that.
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On a related note, I think it would be great to have a command-based posting feature. This could be useful for in-game event notifications, announcements from the admins, and integrating with various plugins. Example: /xpost server "HI!"
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ALiEN JiM started following Better Npc
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Keep getting this in console when loading the latest update: NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.BetterNpc+ControllerSpawnPoint.CanRemoveNpc (BaseCombatEntity npc) [0x0005b] in <46fba1d2af3e4fa1ab556c293006aaca>:0 at Oxide.Plugins.BetterNpc+ControllerSpawnPoint.Init (Oxide.Plugins.BetterNpc+SpawnPoint spawnPoint, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.String spawnPointName) [0x00152] in <46fba1d2af3e4fa1ab556c293006aaca>:0 at Oxide.Plugins.BetterNpc+<SpawnMonumentSpawnPoints>d__83.MoveNext () [0x000ae] in <46fba1d2af3e4fa1ab556c293006aaca>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <0063b050016346c5b17d5d89a04d0a99>:0
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I have the Power Plant event plugin installed on my server. According to the script, a train should enter the territory, but due to problems with the map, it cannot do so. Please fix this if possible.
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Warland Rust changed their profile photo
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code - Code from your discord to enter CodeFontSize - Font size of the text in the input of the code UIMessage - Message shown for new players UIMessageFontSize - Font Size of the main UI Message
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Kamycz3q changed their profile photo
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is 2704 to many bots?
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LowPOP changed their profile photo
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mjdj1999 joined the community
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Hello, My players have been complaining about rubber banding while this plugin is active.. after a server restart or a reload of this plugin after quite a few hours players will start to complain of rubber banding. I am running the latest version 1.5.1 is 2704 to many bots? how can i diagnose this?
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sinansis changed their profile photo
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Hi, I’m not sure if this is a barge-specific issue or a plugin interaction, but it only affects planter boxes built on barges. What happens: Water: The planter box stops receiving water. If I pick up the planter box and place it back, it starts receiving water again. Light: The grow light turns on visually, but it does not apply light to the planter box. - Simply lifting/replacing the planter box does not fix the light issue. - Power cycling (off/on) or rewiring does not fix it. - The only fix is to remove the lamp completely and place it again. Notes: The area under the lamp is not dark (the lamp appears to be lit), but the planter box behaves as if it’s not getting light. This seems like it might be related to the Naval update (possibly restrictions/behavior changes for boats), but I’m not sure? Functionality is normal on initial placement. After a server restart, the planter boxes on barges stop receiving light (and water) as described above.
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Can I chnage the save interval time for skill tree? thanks
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renan kruger changed their profile photo
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Good day! I contacted you earlier with the problem that the weapon broke after repair (I solved it), but a new problem appeared, the icon in the farming branch for the skill (additional pockets) stopped loading (I have it custom), I have access to the picture itself, but for some reason it stopped loading
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Changed Status from Pending to Closed
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Hazard1221 joined the community
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And im working on a spesial loot item to be a amount in last hack crate depending on how quick event is completed (ex . Gold scrap 100 if do e in 15min and decrease to 0 to the 40min mark ) to get players to make better tatical plays (gold scrap in my server is used to buy ranks. So that is what im working on tommorow . But ill get the rest done aswel . And brandly box amounts can be set in config
- 12 comments
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- #launchsite
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