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  1. Past hour
  2. MichuX

    New navmesh update issue

    same issue.
  3. Adem

    Convoy: Error

    Changed Status from Pending to Fixed
  4. 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.
  5. Today
  6. 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
  7. 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
  8. DuGe

    Server crash

    It hasn't been resolved. I need to delete the plugin before it can start successfully.
  9. 0g.Ghost.7373

    Server crash

    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.
  10. Luuxen

    server cannot start/Freeze

    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..
  11. Precisely what my log showed as well.
  12. DuGe

    Server crash

    After the latest update, the server cannot start, and it has been tested many times.
  13. Yesterday
  14. MrLiquid

    Console Spam

    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?
  15. aimacak

    Npc Spawn

    @coldasice Hello, may I ask what’s wrong with the plugin? Facepunch indicated in the hotfix today that they enabled the new navmesh by default, so many plugins broke. KpucTaJI released updates quite quickly.
  16. Steenamaroo

    GridTP

    oh, boo. Must need using Rust.Ai.Gen2; or using Rust.Ai; I'll get on it in the morning. Thanks!
  17. Mals

    GridTP

    Error while compiling GridTP: The name 'RustNavMeshHelpers' does not exist in the current context | Line: 734, Pos: 21
  18. This does compile and seems to work on carbon just fine btw.
  19. Changed Status from Pending to Not a Bug Changed Fixed In to 1.3.6
    this full shit never get enthing gen nothing in side
  20. darka80

    Convoy

    Same for me when I run "convoystart easy" NullReferenceException: Object reference not set to an instance of an object
  21. athlonclub

    Armored Train

    On the map where Train Station is located, the train always passes by, but if you simulate a situation where the path choice goes through this monument, then this situation occurs.
  22. I cut my time in half for 2x and it literally changed nothing, even after a server restart, so not sure what this does, but it didn't speed anything up.
  23. rex

    Convoy

    il et bien lence mais il et pas sur la map [Convoy] The event has been successfully launched! 09/17 22:40:10 | NullReferenceException: Object reference not set to an instance of an object
  24. rex

    Convoy

    bonsoir le convoy ne marche plus [Convoy] The event has been successfully launched! 09/17 22:35:17 | NullReferenceException: Object reference not set to an instance of an object merci
  25. Hi, sorry for the long reply, I didn't see the message, what's wrong with you?
  26. 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.
  27. hid333

    Player Ranks

    I used this plugin: https://codefling.com/plugins/title-selector Please check if it meets your needs.
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