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Npc Spawn 2.8.0

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Message added by KpucTaJl,

This plugin does not have its own functionality. This plugin is only used as an API for other plugins

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LaernuTairos

Posted (edited)

It seems the reason people are having random issues with this lately is because recently "all" plugins made by killyou has changed their AI over to using a DLL instead of the Vanilla AI.

It performs insanely better but

NPC Spawn needs to add in a filter for the AI that will attack CustomScientistNPC tagged enemies.

 

Their updated AI is simply ChaosNPC, ChaosNPC finds NPC spawn AIs just fine and attacks, but now it needs it the other way around as well.

Otherwise, NPC Spawn related AI will completely ignore ChaosNPCs, makes for a broken looking server.

I have a bunch of yalls plugins off Lone Design, and this seems to be the limiting factor when the 2 plugins "meet up" in game.

Edited by LaernuTairos
  • Like 1
KpucTaJl

Posted

4 hours ago, LaernuTairos said:

It seems the reason people are having random issues with this lately is because recently "all" plugins made by killyou has changed their AI over to using a DLL instead of the Vanilla AI.

It performs insanely better but

NPC Spawn needs to add in a filter for the AI that will attack CustomScientistNPC tagged enemies.

 

Their updated AI is simply ChaosNPC, ChaosNPC finds NPC spawn AIs just fine and attacks, but now it needs it the other way around as well.

Otherwise, NPC Spawn related AI will completely ignore ChaosNPCs, makes for a broken looking server.

I have a bunch of yalls plugins off Lone Design, and this seems to be the limiting factor when the 2 plugins "meet up" in game.

Hi, I don't quite possibly understand what you're talking about. If you want the NPCs to attack other NPCs, then there is such a possibility in the plugin and you can enable it. By changing the value of CanTargetOtherNpc to true. Several clients asked me about it and I added it. Basically, clients ask the opposite, so that the NPCs cannot fight among themselves and ignore each other, but for those who want this, then I have made such an opportunity and you can enable it

  • Like 1
KpucTaJl

Posted

@LaernuTairos But you say that this causes your server to malfunction, I probably don't quite understand what you're talking about. Could you please create a ticket in Discord Mad Mappers (discord.gg/madmappers), we could solve your problem. As far as I understand, the problem is that NPCs do not attack each other, but because of this, the server cannot be in a non-working state, and moreover, an attack between NPCs can be activated in the plugin

LaernuTairos

Posted

Ya pretty much, your last response.

I will make a ticket if I can't find that line in the code. 

I dont see a config for NPC Spawn but in the .cs I found this >

internal bool CanTargetOtherNpc = false;

Is that what we need to change to true directly in the plugin code itself?

Will give it a try and if no dice I'll head to discord, ty for the info!

KpucTaJl

Posted

2 minutes ago, LaernuTairos said:

Ya pretty much, your last response.

I will make a ticket if I can't find that line in the code. 

I dont see a config for NPC Spawn but in the .cs I found this >

internal bool CanTargetOtherNpc = false;

Is that what we need to change to true directly in the plugin code itself?

Will give it a try and if no dice I'll head to discord, ty for the info!

Yes, that's what I was talking about, you need to change it to true 😉

  • Like 1
LaernuTairos

Posted

Done, thank you so much! That fixes everything 😄

  • Moderator
Mals

Posted

With today's rust update:

NpcSpawn - Failed to compile: NpcSpawn.cs(1260,120): error CS1061: Type `Oxide.Plugins.NpcSpawn.CustomScientistNpc' does not contain a definition for `AnyMounted' and no extension method `AnyMounted' of type `Oxide.Plugins.NpcSpawn.CustomScientistNpc' could be found. Are you missing an assembly reference?

KpucTaJl

Posted

36 minutes ago, Mals said:

With today's rust update:

NpcSpawn - Failed to compile: NpcSpawn.cs(1260,120): error CS1061: Type `Oxide.Plugins.NpcSpawn.CustomScientistNpc' does not contain a definition for `AnyMounted' and no extension method `AnyMounted' of type `Oxide.Plugins.NpcSpawn.CustomScientistNpc' could be found. Are you missing an assembly reference?

I am currently working on my test server and the plugin works and compiles perfectly, maybe you updated the server, but did not update oxide?

KpucTaJl

Posted

@Mals check the version of your server (version) and oxide (o.version) with the commands in the console

  • Moderator
Mals

Posted

Oxide.Rust Version: 2.0.5749... Downloaded it, and it worked, I must have had an out of date version of the plugin. my apologies.

 

nickw

Posted

Oxide.Rust Version: 2.0.5749.......

Error while compiling: NpcSpawn.cs(471,39): error CS0507: `Oxide.Plugins.NpcSpawn.CustomScientistNpc.OverrideCorpseName()': cannot change access modifiers when overriding `public' inherited member `ScientistNPC.OverrideCorpseName()'

I have same problem

KpucTaJl

Posted

3 minutes ago, nickw said:

Oxide.Rust Version: 2.0.5749.......

Error while compiling: NpcSpawn.cs(471,39): error CS0507: `Oxide.Plugins.NpcSpawn.CustomScientistNpc.OverrideCorpseName()': cannot change access modifiers when overriding `public' inherited member `ScientistNPC.OverrideCorpseName()'

I have same problem

what is your server and plugin version?

nickw

Posted

Plugin version is 2.4.7 .....What is server version tho ?

nickw

Posted

Never mind It never updated properly my bad

 

 

KpucTaJl

Posted

1 minute ago, nickw said:

Never mind It never updated properly my bad

 

 

to find out the server version, you can use the version command, to find out the version of oxide, then it will be the o.version command. This way you can make sure that your server has been successfully updated 😉

nickw

Posted

(17:10:37) | Protocol: 2370.233.1

Build Date: 02/01/2023 22:10:45

Unity Version: 2019.4.7f1

Changeset: 78908

Branch: main

nickw

Posted

Is this date us or uk ? 02/01/2023

 

nickw

Posted

69 ArmoredTrain - Unloaded

70 NpcSpawn - Failed to compile: NpcSpawn.cs(471,39): error CS0507: `Oxide.Plugins.NpcSpawn.CustomScientistNpc.OverrideCorpseName()': cannot change access modifiers when overriding `public' inherited member `ScientistNPC.OverrideCorpseName()'

Oxide.Rust Version: 2.0.5749

was all up to date

ArmoredTrain wont work because of it

 

KpucTaJl

Posted

@nickw then it looks like you need to create a ticket to deal with this anomaly, why you have it public, and not protected like everyone else. Create a ticket in Discord Mad Mappers (https://discord.gg/madmappers), let's see what's going on on your server

KpucTaJl

Posted

@nickw are we going to try to find out what your problem is today, or do you want to do it later? I was wondering how you were able to get this)

nickw

Posted

KpucTaJl Sorted my problem ! Great site and good people thanks guys !

 

domleg

Posted

On 1/17/2023 at 12:23 AM, LaernuTairos said:

instead

I'm using New Dawn map and it's spawning a lot of Scarecrows in different areas of the map mostly around custom monuments, I can't get the loot to work on those Scarecrows, they have scarecrow prefab and whey they die they have murderer_corpse prefab. They are added to the map by the map editor using NPCSpawn plugin I think. How can I get AlphaLoot to populate these Scarecrows properly?

KpucTaJl

Posted

21 minutes ago, domleg said:

I'm using New Dawn map and it's spawning a lot of Scarecrows in different areas of the map mostly around custom monuments, I can't get the loot to work on those Scarecrows, they have scarecrow prefab and whey they die they have murderer_corpse prefab. They are added to the map by the map editor using NPCSpawn plugin I think. How can I get AlphaLoot to populate these Scarecrows properly?

hi, create a ticket in Discord Mad Mappers, I don't quite understand what your problem is right now. NpcSpawn does not create a scarecrow. Maybe they are dressed as scarecrow. Are you using the BetterNpc plugin or what plugins do you use to make Npcs appear?

Jbird

Posted (edited)

7 hours ago, domleg said:

I'm using New Dawn map and it's spawning a lot of Scarecrows in different areas of the map mostly around custom monuments, I can't get the loot to work on those Scarecrows, they have scarecrow prefab and whey they die they have murderer_corpse prefab. They are added to the map by the map editor using NPCSpawn plugin I think. How can I get AlphaLoot to populate these Scarecrows properly?

AlphaLoot goes off of the path if I am not mistaken so you would direct it to the murderer to control their loot table. Can in most cases go by what they come up as when you look at them in game or use something to poke em and see what they are.

 

Edited by Jbird
YaMang -w-

Posted

 

For example
There are group a NPC, group b NPC, and group c NPC.

a and b are allies a and c are enemies
b and c are allies.

can i make it like this?

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