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One player cannot dmg BotReSpawn NPCs - all others can

Pending 1.2.7

EmberGaming

Having an issue where one specific player cannot do damage to BotReSpawn NPCs. They can damage vanilla and I even had them dmg a scientistnpc_roam which works fine. Their combatlog shows nothing with botrespawn - basically its like they arent shooting them at all. I've tested with other profiles and on different servers. No one else is havign this issue. 

 

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  • Administrator

Hi,
That's an odd one. I'm struggling to think of anything in BotReSpawn that might do that.

The damage-preventing checks that I can think of are if the player, or npc, is in a safe zone and Respect Safe Zones is true,
or if the player is farther away than the Immune From Damage Beyond setting.

 

It might be worth unloading all plugins then loading BotReSpawn solo and testing with this player,
to rule out pve/pvp plugins or anything else that might govern damage for whatever reasons.

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Would you have a test space we could do this on? We did try this on the test server to make sure it wasnt related to any other items.  I am really stumped and cannot think of any reason this would be an issue especially since he has no issue damaging the same entity spawned in manually. 

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@Steenamaroo

Checking back for any additional information after your post yesterday. We've checked pretty much all things on our side. I can think of no reason why one player out of hundreds is having this problem. They are able to damage the same entities manually spawned in, just not botrespawn. If I turn on headshots only on botrespawn, they can kill them but we cannot have our NPCs work that way across our servers so its not viable. 

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  • Administrator

That's interesting.
As I said BotReSpawn has a few conditions in its damage hook which could potentially prevent damage,
but they all come before the headshot checks.

That means, without doubt, it isn't BotReSpawn that's preventing the damage because, if it was, the headshot related code wouldn't run.
All the opportunities to cancel/prevent damage come before that.

 

"We did try this on the test server to make sure it wasnt related to any other items."

Was your player able to kill BotReSpawn npcs on the test server?
If not I'd i'd guess there's something screwed up going on with that player's client.
Maybe they could try on another public server, not yours, which has BotReSpawn, to prove that?

 

I'm really struggling to think of an explanation for this but certainly if your player has issue with BotReSpawn on other servers that would rule out issues on your, or my, end.

Edited by Steenamaroo
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Thanks for your attention to this matter. I did request them to run a fresh reinstall.  They could not damage botrespawn NPCs on our live or test servers. On the test server, they could with the headshots only. I'll be sure to update after the reinstall. 

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Want to confirm we set up a test space with only BotReSpawn running. The user also fresh installed Rust.  Where I am getting stuck is they are able to kill scientistnpc_roam and other entities spawned in from f1.  Do you have any server space where this could be tested?

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  • Administrator

This is baffling.
I'm afraid I don't have a public test server, no. I only ever had a local dev instance for writing and testing.
 

The only return true (to prevent damage) which comes after the headshot code is for cases where attacking player is null.
That code is for handling environment damage where there's no attacker - cacti, barricades, that kind of thing.

If you go in to BotReSpawn global settings and set PVE_Safe to false, temporarily, then find that this player can suddenly hurt them,
that would indicate something very messed up with this player.

 

To be honest I think it has to be something messed up about that player regardless.

 

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Thanks Steenamaroo - I definitely agree that the issue lies on the player side. I am still not 100% sure if its latency or what but I can confirm that the PVE_Safe toggle worked for us. I believe the player has a poor connection so maybe its flapping or something similar to the point that shots are not registerring as they are. You can go ahead and mark this resolved as I believe youve put more time into this than you needed. Thank you so much for sharing.

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  • Administrator

That's a pretty important insight. I already said but for clarity,
the PVE_Safe code only comes into play if hitinfo intiator is null
which means Rust does not know who/what caused this damage.

That's useful to me for finding things like cacti/barricade damage where it's meant to be null,
but it definitely shouldn't be null for a player.

I could see an exception, maybe, for some unusual weapon, but certainly for LR,AK,M249, there's no reason player should be null.

I'd be pointing the finger at some other plugin altering the hitinfo but you've ruled that out so, 100% I'd be pointing at the player.


The reason this is affecting BotReSpawn npcs only is because BotReSpawn is specifically saying 'Protect my npcs if the attacker is null',
so at least that makes perfect sense.

I'll ask around and see if anyone has any insights

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Thanks, the player impacted is following this thread and has been extremely helpful in this. For the problem at hand, turning our NPCs to PVE safe is a small contingency to make so that is what we'll do. Please let us know if you need anything further.

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  • Administrator

No worries. Thanks for the back and forth on it.
Can I ask,
was your test server a totally fresh install or a clone of existing? I know you said no plugins but I'm thinking oxide/carbon data, player data, etc.
Does it have any harmony mods or dll extensions installed?
Was it running Carbon or Oxide?

Edited by Steenamaroo
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