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Issue with bars disappearing

Closed 0.1.15 0.1.16

Snaplatack


Snaplatack

Posted

Hello! So, I have an issue with the bars above the player stats disappearing whenever I use the Talking NPC Vendors plugin. If I talk to an NPC, the bars will all disappear and not get shown again until the player disconnects and reconnects again. No errors in console or logs that I can see.

 

Snaplatack

Posted (edited)

.

 

Edited by Snaplatack
IIIaKa

Posted (edited)

@Snaplatack
Hi, from what I understand, it seems that the hook for the beginning of the conversation triggers, but the hook for the end does not, which causes the plugin to think you are still talking. Could you try using the kill command after the bars disappear? Thank you.

Edited by IIIaKa
IIIaKa

Posted

Changed Status from Pending to Work in Progress

Snaplatack

Posted

43 minutes ago, IIIaKa said:

@Snaplatack
Hi, from what I understand, it seems that the hook for the beginning of the conversation triggers, but the hook for the end does not, which causes the plugin to think you are still talking. Could you try using the kill command after the bars disappear? Thank you.

I have done that. It doesn't still reappear. 

Snaplatack

Posted

2 hours ago, IIIaKa said:

@Snaplatack
Hi, from what I understand, it seems that the hook for the beginning of the conversation triggers, but the hook for the end does not, which causes the plugin to think you are still talking. Could you try using the kill command after the bars disappear? Thank you.

I have done that. It doesn't still reappear. The player has to re login to have it reappear 

IIIaKa

Posted

19 hours ago, Snaplatack said:

I have done that. It doesn't still reappear. The player has to re login to have it reappear 

@Snaplatack
Hello, you need to create a file named Test.cs and then, using any text editor, insert the code below and add this plugin to the server.

 

using System;
namespace Oxide.Plugins
{
  [Info("Test", "IIIaKa", "0.1.0")]
  class Test : RustPlugin
  {
    void OnNpcConversationStart(NPCTalking npcTalking, BasePlayer player, ConversationData conversationData)
    {
      PrintWarning($"OnNpcConversationStart: {player.userID} => {npcTalking.GetType()}");
    }
    
    void OnNpcConversationEnded(NPCTalking npcTalking, BasePlayer player)
    {
      PrintError($"OnNpcConversationEnded: {player.userID} => {npcTalking.GetType()}");
    }
  }
}

After that, start and finish a conversation with the custom NPC. Two messages should appear in the console.
[Test] OnNpcConversationStart: *ID* => *TYPE*
[Test] OnNpcConversationEnded: *ID* => *TYPE*

Snaplatack

Posted

4 hours ago, IIIaKa said:

@Snaplatack
Hello, you need to create a file named Test.cs and then, using any text editor, insert the code below and add this plugin to the server.

 

using System;
namespace Oxide.Plugins
{
  [Info("Test", "IIIaKa", "0.1.0")]
  class Test : RustPlugin
  {
    void OnNpcConversationStart(NPCTalking npcTalking, BasePlayer player, ConversationData conversationData)
    {
      PrintWarning($"OnNpcConversationStart: {player.userID} => {npcTalking.GetType()}");
    }
    
    void OnNpcConversationEnded(NPCTalking npcTalking, BasePlayer player)
    {
      PrintError($"OnNpcConversationEnded: {player.userID} => {npcTalking.GetType()}");
    }
  }
}

After that, start and finish a conversation with the custom NPC. Two messages should appear in the console.
[Test] OnNpcConversationStart: *ID* => *TYPE*
[Test] OnNpcConversationEnded: *ID* => *TYPE*

I got it loaded up on the server. Will test when I get home later this evening.

IIIaKa

Posted (edited)

37 minutes ago, Snaplatack said:

I got it loaded up on the server. Will test when I get home later this evening.

@Snaplatack
Better to remove it. Install it only when you will test, otherwise you will have a lot of spam in the console. I just need to know if the message will be displayed at the end of the conversation with the Custom NPC.

Edited by IIIaKa
Snaplatack

Posted

1 hour ago, IIIaKa said:

@Snaplatack
Better to remove it. Install it only when you will test, otherwise you will have a lot of spam in the console. I just need to know if the message will be displayed at the end of the conversation with the Custom NPC.

Still building the server. I don't have a lot of pop and only have 1 NPC

Snaplatack

Posted

Heres what the console said

[Test] OnNpcConversationStart: 76561198205006377 => VehicleVendor
[Test] OnNpcConversationStart: 76561198205006377 => VehicleVendor

Snaplatack

Posted

[Test] OnNpcConversationStart: 76561198205006377 => NPCMissionProvider
[Test] OnNpcConversationStart: 76561198205006377 => VehicleVendor
[Test] OnNpcConversationStart: 76561198205006377 => NPCMissionProvider
[Test] OnNpcConversationEnded: 76561198205006377 => NPCMissionProvider
[Test] OnNpcConversationStart: 76561198205006377 => NPCMissionProvider
[Test] OnNpcConversationEnded: 76561198205006377 => NPCMissionProvider

 

IIIaKa

Posted

8 hours ago, Snaplatack said:

[Test] OnNpcConversationStart: 76561198205006377 => NPCMissionProvider
[Test] OnNpcConversationEnded: 76561198205006377 => NPCMissionProvider
[Test] OnNpcConversationStart: 76561198205006377 => NPCMissionProvider
[Test] OnNpcConversationEnded: 76561198205006377 => NPCMissionProvider

 

@Snaplatack
Was this an NPC from the Talking NPC Vendors plugin or a regular server NPC?

IIIaKa

Posted

18 minutes ago, Snaplatack said:

Both. 

Can you send only the messages from the console that were output during the conversation and at the end of the conversation with the Talking NPC Vendors plugin?

Snaplatack

Posted (edited)

That was the first one. I talked twice to the Talking NPC

13 hours ago, Snaplatack said:

Heres what the console said

[Test] OnNpcConversationStart: 76561198205006377 => VehicleVendor
[Test] OnNpcConversationStart: 76561198205006377 => VehicleVendor

 

Edited by Snaplatack
IIIaKa

Posted (edited)

20 minutes ago, Snaplatack said:

That was the first one. I talked twice to the Talking NPC

 

@Snaplatack
As you can see, the OnNpcConversationStart hook is triggered when a conversation begins, but for some reason the OnNpcConversationEnded hook is not being called after a conversation with the NPC ends.
Could you please create a topic in the support section of the Talking NPC plugin and mention that, for some reason, the OnNpcConversationEnded hook is not being called after the conversation ends?
If you want, you can also include the link to this topic.

I will also look into how to ignore these NPCs until the issue with OnNpcConversationEnded is resolved.

Edited by IIIaKa
Snaplatack

Posted

It has been implemented on the latest update 😄

  • Haha 1
IIIaKa

Posted (edited)

3 minutes ago, Snaplatack said:

It has been implemented on the latest update 😄

As far as I understand, has the issue been resolved?

Edited by IIIaKa
Snaplatack

Posted

I would have to have a player test or test myself after work. I'll let you know as soon as I know

IIIaKa

Posted

37 minutes ago, Snaplatack said:

I would have to have a player test or test myself after work. I'll let you know as soon as I know

Okay, I’ll be waiting for your response.

  • Like 1
Snaplatack

Posted

Seems to work. Now I just the dev of XDQuests to implement this. Thanks!

  • Like 1
IIIaKa

Posted

Changed Status from Work in Progress to Not a Bug

IIIaKa

Posted

If the issue persists, feel free to report it in this thread.


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