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Npc Spawn 3.3.0

   (17 reviews)
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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  • 56.7k
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  • Update details
    v3.3.0
    Released
    Download size2.24 MB
    Total versions60
    Time between versions 10 days
    Typical update pace About every 20 days
    Freshness Updated yesterday

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aimacak

Posted

14 hours ago, copcopekcro said:

Hello ... 
So old api AddTargetGuard is now SetParent ? 

Hello, I clarified this, yes you are right. And if you are a developer, you can contact KpucTaJI on discord so that he can add you to the developer chat, where he posts such moments and helps if someone needs help with something.
Mad Mappers Discord Server

  • Like 1
copcopekcro

Posted

6 hours ago, aimacak said:

Hello, I clarified this, yes you are right. And if you are a developer, you can contact KpucTaJI on discord so that he can add you to the developer chat, where he posts such moments and helps if someone needs help with something.
Mad Mappers Discord Server

Will do ..
Thank you!

  • Like 1
Veeblefetzer

Posted

23 hours ago, aimacak said:

Hm, everything works fine for me with your files..

image.png

Yes, thanks. Once I changed the caps on the W all worked. Have no idea how it changed to lowercase, but all good now.

  • Like 1
XFactorXXL

Posted (edited)

Solved on Discord:  So I stopped at version 2.8.4 due to all the confusion, backtracking, chaos etc.  Now we are several updates in, should I use the initial 3.1.0 first (the one that still included the update script and run it)?  Or can I just go to lastest and skip all that now being no other updates included any update instructions at all?

Edited by XFactorXXL
OvO

Posted

Failed to create agent because it is not close enough to the NavMesh

Hello author, I would like to inquire if this information is related to NpcSpawn

It is frantically refreshing in the server logs

aimacak

Posted (edited)

3 hours ago, OvO said:

Failed to create agent because it is not close enough to the NavMesh

Hello author, I would like to inquire if this information is related to NpcSpawn

It is frantically refreshing in the server logs

Hello, I can't guarantee you that it's related specifically to NpcSpawn, but it's related to the NPC on the server. If you use BetterNpc, you can write the ShowFailedNavMesh command to the chat or console and try to fix the problems that you will receive messages about in the console. If there are a lot of them, you can use the default coordinates from BetterNpc. This message means that some NPC wants to move, but cannot find the coordinates where to go, and stands still or is in the air. This is usually due to incorrect coordinates or the wrong type of navigation grid, which is configured in NpcSpawn presets.

Edited by aimacak
XFactorXXL

Posted

20 hours ago, XFactorXXL said:

So I stopped at version 2.8.4 due to all the confusion, backtracking, chaos etc.  Now we are several updates in, should I use the initial 3.1.0 first (the one that still included the update script and run it)?  Or can I just go to lastest and skip all that now being no other updates included any update instructions at all?

You can disregard this!  I got an answer on the Discord.  Thank you!

  • Like 1
AlexF

Posted

Hi, Why does this plugin generate NPC positions in biomes if I don't use them there and I don't have Any npc plugins like betternpc installed? How can I disable this to reduce the plugin's load on the server? My FPS drops to 5-10 when generating NPC positions and the server started lagging after its update from 2.8.7 to last versions. Will there be plugin optimization?

aimacak

Posted (edited)

8 hours ago, AlexF said:

Hi, Why does this plugin generate NPC positions in biomes if I don't use them there and I don't have Any npc plugins like betternpc installed? How can I disable this to reduce the plugin's load on the server? My FPS drops to 5-10 when generating NPC positions and the server started lagging after its update from 2.8.7 to last versions. Will there be plugin optimization?

Hello, I attached a screenshot and logs from my server when o.reload NpcSpawn on procedural map with worldsize 5000, FPS dropped to 40, but I don't see any problem with this, because it happens 1 time when loading the plugin.
Can you send me your logs when you restart the plugin?
Also specify whether you use a procedural or custom map, specify worldsize, seed or Map Name, if custom.
If you can somehow clarify what exactly you are talking about, it would be great, thank you.

(13:26:16) | [NpcSpawn] List of biome positions: Arid = 1231, Temperate = 1208, Tundra = 481, Arctic = 929, Jungle = 752
(13:26:16) | [NpcSpawn] List of road positions: ExtraWide = 1908, Standard = 1735, ExtraNarrow = 2138
(13:26:16) | [NpcSpawn] 3017 railway positions found

image.png

Edited by aimacak
BUGAGA

Posted (edited)

On 3/6/2026 at 10:50 PM, aimacak said:

Добрый.
Нет, это заблуждение, так как раз именно для этого и были сделаны пресеты, чтобы вы сделали себе определенное количество и буквально по памяти, вы могли их записать при настройке Монументов (Спавн Поинтов). При обновлении старых файлов нет другого способа корректного переноса всех данных разных пользователей, за исключением идентификатора контроллера, он может быть любого вида, но он в любом случае должен быть. Если у вас после обновления есть несколько почти одинаковых пресетов, которые имеют лишь окончание (например: -b8054c), это значит, что у вас были одинаковые имена НПЦ, но они имели какие-либо различия в снаряжении/люте. В такой ситуации да, неоспоримо придется потратить некоторое время на приведение этого в порядок, и у каждого он будет свой.
Вы можете создавать папки со своими именами в data/NpcSpawn/Preset/, чтобы у вас все было упорядочено, KpuctaJI добавил множество команд для массового редактирования, а также параметров и пресетов, которые можно использовать для папок каталогов. Можно даже переименовать, например Desert-Sniper-b8054c в MySniper, и этот файл будет переименован, и во всех файлах BetterNpc, где использовался этот пресет, его имя так же будет изменено на новое. Если вам нужна помощь в чём-то конкретно, скажите в чём, т.к. Я думаю, что в этом вопросе мне нет смысла пытаться применить методику во всех возможных случаях. 😉
От себя могу добавить, что после привыкания и понимания всего этого устройства все делается элементарно и быстро. Мне так же есть с чем сравнивать, т.к. Пару лет назад я полностью настроил BetterNpc с нуля, изменяя все нпц, все их параметры, память и лут. Ни одного недочёта в данный момент это отсутствие GUI для настройки Prefabs и Items, но над ними уже ведётся работа.

добрый. повторюсь.
я сделал один пресет "NPC_ter1" . вставил его  в нужные мне  монументы в BetterNPC . они появились но они стационарные . сетка не применяется. 
мне не нужны разные нпс на разных монументах. поэтому я спрашивал можно ли создать один пресет и раставить его на все монументы или под каждый монументь свой пресет нужен?  
для этого я спрашива. можно ли отдать определение сетки "navmesh" плагину BetterNPC. 

 

Edited by BUGAGA
aimacak

Posted (edited)

2 hours ago, BUGAGA said:

добрый. повторюсь.
я сделал один пресет "NPC_ter1" . вставил его  в нужные мне  монументы в BetterNPC . они появились но они стационарные . сетка не применяется. 
мне не нужны разные нпс на разных монументах. поэтому я спрашивал можно ли создать один пресет и раставить его на все монументы или под каждый монументь свой пресет нужен?  
для этого я спрашива. можно ли отдать определение сетки "navmesh" плагину BetterNPC. 

 

Добрый 😉 Прошу прощения, ответ возможно был неоднозначным.
Да, вы можете создать один пресет и использовать его на всех монументах, но не во всех локациях конкретного монумента этот пресет будет полностью корректно себя вести, т.к. навигационная сетка устанавливается в пресете, как это было и раньше, но раньше пресеты находились в файлах BetterNpc. Соответственно, если взять, например, Train Yard и Oil Rig, то НПЦ с навигационной сеткой 0 на Oil Rig не смогут двигаться, а НПЦ с навигационной сеткой 1 на Train Yard, около Small Oil Refinery, около мешков с песком, будут ходить под текстурами.
Поэтому на мой взгляд всё равно нужно иметь 2 пресета с разными навигационными сетками, либо тщательно выбирать их местоположение, тестировать их поведение, и отказываться от некоторых монументов, которым явно необходима другая навигационная сетка. Повторюсь, эта же логика была и раньше, просто пресеты находились внутри файлов BetterNpc, и тип навигационной сетки всегда относился к параметрам пресета.
Не путайте стационарных НПЦ и НПЦ, у которых неправильная навигационная сетка, т.к. первые изначально созданы с целью находиться на этом месте, а вторые просто не могут найти точку для движения на навигационной сетке и спамят в консоль этим сообщением при попытке совершить движение: Failed to create agent because it is not close enough to the NavMesh

Если вам потребуется помощь с чем-то конкретным, я так же могу вам с этим помочь.

Edited by aimacak
Magnumk

Posted

When will assets/rust.ai/agents/npcplayer/humannpc/scientist/gen2/scientist2.heavy.prefab be supported?

RR_Tappi

Posted

The file NpcSpawn.cs is no longer present after every server restart.

We also use BetterNPC

All events stopped working because NpcSpawn was missing; if I re-uploaded it, the events worked again.

What could be the reason why the file keeps getting deleted?

aimacak

Posted

5 hours ago, Magnumk said:

When will assets/rust.ai/agents/npcplayer/humannpc/scientist/gen2/scientist2.heavy.prefab be supported?

I can't say for sure about adding this prefab to the NPC, it's unlikely, but I'll ask about it, but I need to know what your main goal is to support it? If you wanted to specify this prefab to get the behavior of new NPCs, then their behavior would not have changed, but you can use it for loot now.

5 hours ago, RR_Tappi said:

The file NpcSpawn.cs is no longer present after every server restart.

We also use BetterNPC

All events stopped working because NpcSpawn was missing; if I re-uploaded it, the events worked again.

What could be the reason why the file keeps getting deleted?

Check the UpdaterNpcSpawn.cs and UpdaterBetterNpc.cs files in the plugins folder, they should not be there.

  • Like 1
Kk

Posted

Hello, I would like to ask if the NPC generated in Convoy will cause a 1-2 second delay on the host, and everything will return to normal after 1-2 seconds!!

aimacak

Posted

30 minutes ago, Kk said:

Hello, I would like to ask if the NPC generated in Convoy will cause a 1-2 second delay on the host, and everything will return to normal after 1-2 seconds!!

Hello, if you have a lot of NPCs when you stop Convoy, in theory it is possible, it may also be due to low server performance. Also, in my opinion, in this situation it would be more correct to contact Adem as the developer of your event, and if necessary, he will already contact KpucTaJI.

RR_Tappi

Posted

1 hour ago, aimacak said:

I can't say for sure about adding this prefab to the NPC, it's unlikely, but I'll ask about it, but I need to know what your main goal is to support it? If you wanted to specify this prefab to get the behavior of new NPCs, then their behavior would not have changed, but you can use it for loot now.

Check the UpdaterNpcSpawn.cs and UpdaterBetterNpc.cs files in the plugins folder, they should not be there.

UpdaterNpcSpawn.cs

The plugin was in the folder; I've now deleted it.

  • Like 1
aimacak

Posted

36 minutes ago, RR_Tappi said:

UpdaterNpcSpawn.cs

The plugin was in the folder; I've now deleted it.

In fact, the fact that it remains there may indicate errors during the update, because if it is updated correctly, it should be deleted automatically. Besides, it was only used in the first versions of major update NpcSpawn 3.0.0+.
Which version are you using?
Do you use BetterNpc? If yes, please send one file from the Monuments and Events folders.
Also please send the NpcSpawn configuration to make sure that everything is in order 😉

Noel2997

Posted

Is there any possibility that BossMonster will support the parameters added in NPCSpawn version 3.0 and later in the future?
For example, parameters such as damage multipliers for the head, body, and legs.

aimacak

Posted

2 hours ago, Noel2997 said:

Is there any possibility that BossMonster will support the parameters added in NPCSpawn version 3.0 and later in the future?
For example, parameters such as damage multipliers for the head, body, and legs.

Sooner or later, all events will be switched to work with NpcSpawn presets, so the answer to your question is yes. At the moment, you can edit the parameters you need in NpcSpawn.cs, but you should understand that at the moment only BetterNpc uses NpcSpawn presets, so the changes you make to the parameters in *.cs that are not in the configuration of your events will be applied to all NPCs. If this is not a problem for you, then at the moment you can change the damage scale for Bosses in this way.

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