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Bank Heist 1.5.21

$10.00
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Ac3

Posted

Plugin broke with force wipe today 

 

Error while compiling BankHeist: The type 'System.Text.StringBuilder' cannot be used as type parameter 'T' in the generic type or method 'Pool.Free<T>(ref T)'. There is no implicit reference conversion from 'System.Text.StringBuilder' to 'Facepunch.Pool.IPooled'. | Line: 2406, Pos: 28

FoxMods

Posted

22 minutes ago, Ac3 said:

Plugin broke with force wipe today 

 

Error while compiling BankHeist: The type 'System.Text.StringBuilder' cannot be used as type parameter 'T' in the generic type or method 'Pool.Free<T>(ref T)'. There is no implicit reference conversion from 'System.Text.StringBuilder' to 'Facepunch.Pool.IPooled'. | Line: 2406, Pos: 28

Should be resolved in the latest update.

copcopekcro

Posted (edited)

Hey ... I have one problem ..when i change in data door HP , or when i change HackableSeconds ,what ever i put its still default ..Example 300 is default i put to 60 ,,,but its still 300..
Iam i missing something ? 
And can we change loottable of npcs ?

And why i see 4 chat messages that i entered that zone 😄 (ok will disable that option in config ,will take that with zone manager)

So to be honest ,only problem for me is that door HP ... i rly need that to work ! 😄

{
      "bank display name": "carbank",
      "parent monument name": null,
      "time between resets": 1800.0,
      "alarm disable when all crates are looted": false,
      "alarm timeout seconds": 0.0,
      "spawn position": {
        "x": 818.4549,
        "y": 17.94098,
        "z": 299.5729
      },
      "spawn rotation": {
        "x": 0.0,
        "y": 0.0,
        "z": 0.0
      },
      "player detection origin": {
        "x": 0.0,
        "y": 0.0,
        "z": 0.0
      },
      "player detection radius": 100.0,
      "map marker origin": {
        "x": 0.0,
        "y": 0.0,
        "z": 0.0
      },
      "map marker radius": 100.0,
      "map marker opacity": 0.6,
      "map marker ready color": "#2eff74",
      "map marker reset color": "#ff2e2e",
      "map marker outline color": "#ffffff",
      "loot spawn group entries": [],
      "door spawn group entries": [
        {
          "Id": 3997,
          "Prefab": "assets/prefabs/building/door.double.hinged/door.double.hinged.toptier.prefab",
          "Profile": "door3",
          "Position": {
            "x": 6.36889648,
            "y": -0.067949295,
            "z": 9.507294
          },
          "Rotation": {
            "x": 0.0,
            "y": 50.02369,
            "z": 0.0
          }
        }
      ],
{
  "ProfileEntries": {
    "door1": {
      "Health": 200.0,
      "SkinId": 0
    },
    "door2": {
      "Health": 200.0,
      "SkinId": 0
    },
    "door3": {
      "Health": 110.0,
      "SkinId": "2318482252"
    }
  }
}

Edited by copcopekcro
MelodyZE

Posted

cant name individual guards anymore like in the older version? i just updated to this new version and sheesh its insanely complex compared to the old version. allloootttttt more work to do that the easy setup there was before lol.

i noticed we cant name each guard individually though, im i missing something or did that change?

FoxMods

Posted

7 hours ago, MelodyZE said:

cant name individual guards anymore like in the older version? i just updated to this new version and sheesh its insanely complex compared to the old version. allloootttttt more work to do that the easy setup there was before lol.

i noticed we cant name each guard individually though, im i missing something or did that change?

Guard names are set in the Guard Profile that you create and apply to each guard you wish to use that profile.

FoxMods

Posted

16 hours ago, copcopekcro said:

Hey ... I have one problem ..when i change in data door HP , or when i change HackableSeconds ,what ever i put its still default ..Example 300 is default i put to 60 ,,,but its still 300..
Iam i missing something ? 
And can we change loottable of npcs ?

And why i see 4 chat messages that i entered that zone 😄 (ok will disable that option in config ,will take that with zone manager)

So to be honest ,only problem for me is that door HP ... i rly need that to work ! 😄

{
      "bank display name": "carbank",
      "parent monument name": null,
      "time between resets": 1800.0,
      "alarm disable when all crates are looted": false,
      "alarm timeout seconds": 0.0,
      "spawn position": {
        "x": 818.4549,
        "y": 17.94098,
        "z": 299.5729
      },
      "spawn rotation": {
        "x": 0.0,
        "y": 0.0,
        "z": 0.0
      },
      "player detection origin": {
        "x": 0.0,
        "y": 0.0,
        "z": 0.0
      },
      "player detection radius": 100.0,
      "map marker origin": {
        "x": 0.0,
        "y": 0.0,
        "z": 0.0
      },
      "map marker radius": 100.0,
      "map marker opacity": 0.6,
      "map marker ready color": "#2eff74",
      "map marker reset color": "#ff2e2e",
      "map marker outline color": "#ffffff",
      "loot spawn group entries": [],
      "door spawn group entries": [
        {
          "Id": 3997,
          "Prefab": "assets/prefabs/building/door.double.hinged/door.double.hinged.toptier.prefab",
          "Profile": "door3",
          "Position": {
            "x": 6.36889648,
            "y": -0.067949295,
            "z": 9.507294
          },
          "Rotation": {
            "x": 0.0,
            "y": 50.02369,
            "z": 0.0
          }
        }
      ],
{
  "ProfileEntries": {
    "door1": {
      "Health": 200.0,
      "SkinId": 0
    },
    "door2": {
      "Health": 200.0,
      "SkinId": 0
    },
    "door3": {
      "Health": 110.0,
      "SkinId": "2318482252"
    }
  }
}

will check this out thank you.

  • Like 1
FoxMods

Posted

7 hours ago, MelodyZE said:

cant name individual guards anymore like in the older version? i just updated to this new version and sheesh its insanely complex compared to the old version. allloootttttt more work to do that the easy setup there was before lol.

i noticed we cant name each guard individually though, im i missing something or did that change?

looks like they changed the way display names are shown for scientists, plugin currently uses NPCSpawn to spawn the guards with the settings. Will see what i can do or if NPCSpawn has been updated to support the new changes to display names thank you for the report.

copcopekcro

Posted

5 hours ago, FoxMods said:

will check this out thank you.

Thank you for your update .. HP on doors now works just fine !
We are not able to change loot from NPC ? 

Magnumk

Posted

Is is possible to define npc's that spawn when the players start hacking the crates?

Neighigh

Posted

Anyone else having issues with garage door skins? Whatever I put, I seem to just get a random skin in game. Not sure if plugin bug or client skin load issue or something.

hc4stillo

Posted

I can't get it to detect these monuments, is there an additional command or a future update?

ferry_terminal_1
harbor_1
harbor_2
radtown_small_3
arctic_research_base_a
powerplant_1
excavator
airfield_1
launch_site
trainyard_1
water_treatment_plant_1

FoxMods

Posted

On 12/22/2024 at 5:01 AM, hc4stillo said:

I can't get it to detect these monuments, is there an additional command or a future update?

ferry_terminal_1
harbor_1
harbor_2
radtown_small_3
arctic_research_base_a
powerplant_1
excavator
airfield_1
launch_site
trainyard_1
water_treatment_plant_1

can i have you confirm Is this a problem with the latest release or older?

hc4stillo

Posted

17 hours ago, FoxMods said:

can i have you confirm Is this a problem with the latest release or older?

Bank Heist 1.5.20

FoxMods

Posted (edited)

2 hours ago, hc4stillo said:

Bank Heist 1.5.20

Push a fix for this let me know how you get on.

Edited by FoxMods
hc4stillo

Posted

On 1/21/2025 at 9:15 AM, FoxMods said:

Push a fix for this let me know how you get on.

This works fantastic, thanks so much for your help.

unixuniverse

Posted

On 11/18/2024 at 10:39 AM, Magnumk said:

Is is possible to define npc's that spawn when the players start hacking the crates?

This would truly be an awesome addition. Like call in a heli or something like that. Would be awesome to have a few cars come flying to the banks location with npcs as well as the heli. I am sure this takes a fair bit of coding but I would love to see this!

unixuniverse

Posted

I've posted a few comments about NPc kits not working, but the comments/support never shows up. Not sure what is going on. I thought it had to be waiting for approval, but I replied ao another persons comment, and it showed up. So i will try again.

Npc kits are not working. I am not sure what I am missing. I would like to just put the kit/skin info in config but even that doesn't take. They spawn in green haz. Any ideas?

FoxMods

Posted

On 2/8/2025 at 7:00 PM, unixuniverse said:

I've posted a few comments about NPc kits not working, but the comments/support never shows up. Not sure what is going on. I thought it had to be waiting for approval, but I replied ao another persons comment, and it showed up. So i will try again.

Npc kits are not working. I am not sure what I am missing. I would like to just put the kit/skin info in config but even that doesn't take. They spawn in green haz. Any ideas?

make sure you have created a profile and assigned the profile to the npcs in question and edit that profiles kit and should work as intended, if not what version of Kits plugins are yyou using and will test to see if their is an issue.

FoxMods

Posted

On 2/8/2025 at 6:56 PM, unixuniverse said:

This would truly be an awesome addition. Like call in a heli or something like that. Would be awesome to have a few cars come flying to the banks location with npcs as well as the heli. I am sure this takes a fair bit of coding but I would love to see this!

i have been looking into options like this for a future release.

  • Like 1
  • Love 1
unixuniverse

Posted (edited)

On 2/11/2025 at 3:56 AM, FoxMods said:

make sure you have created a profile and assigned the profile to the npcs in question and edit that profiles kit and should work as intended, if not what version of Kits plugins are yyou using and will test to see if their is an issue.

So here is the guard profile; 

{
  "ProfileEntries": {
    "Bank": {
      "Name": "Bank Guard",
      "WearItems": [
        {
          "ShortName": "hazmatsuit_scientist_peacekeeper",
          "SkinID": 0
        }
      ],
      "BeltItems": [
        {
          "ShortName": "smg.mp5",
          "Amount": 1,
          "SkinID": 0,
          "Mods": [],
          "Ammo": null
        },
        {
          "ShortName": "syringe.medical",
          "Amount": 10,
          "SkinID": 0,
          "Mods": [],
          "Ammo": null
        }
      ],
      "Kit": "BankHeist",
      "Health": 250.0,
      "RoamRange": 5.0,
      "ChaseRange": 25.0,
      "SenseRange": 75.0,
      "ListenRange": 37.5,
      "AttackRangeMultiplier": 8.0,
      "CheckVisionCone": false,
      "VisionCone": 180.0,
      "HostileTargetsOnly": false,
      "DamageScale": 1.0,
      "TurretDamageScale": 0.25,
      "AimConeScale": 0.35,
      "DisableRadio": true,
      "CanRunAwayWater": true,
      "CanSleep": false,
      "SleepDistance": 0.0,
      "Speed": 8.5,
      "AreaMask": 0,
      "AgentTypeID": 0,
      "MemoryDuration": 30.0,
      "Stationary": true,
      "UseUnderGround": false,
      "States": null
    }
  }
} (following this profile creation using /bgp create Bank (name of bank), I also ran /bgp update Bank which shows all the skins and weapons in the Kits, but it doesnt actually spawn with them. I also tried reloading BankHeist without running the /bgp update command. Spawn with green hazzy)

I am using the latest RustKits plugin by Killyou, 4.4.5. The kits name is BankHeist same spelling and caps. I am some fuzzy on what commands to run, I have tried /bgp create Bank (Bank is the name of the bank). That created the basic profile. I have updated the kits to show BankHeist, then ran /bgp update Bank. It has updated the kit data, but it still spawns them in with green hazmats. Ive also tried without hiding the kit too.

 

For some reason, it also appears it isnt reading the config file as I have set "DisableRadio" to True, but you can still hear the radio.

 

After update the kit and ran command bgp update bank this is what the config looks like

{
  "ProfileEntries": {
    "Bank": {
      "Name": "Bank Guard",
      "WearItems": [
        {
          "ShortName": "shoes.boots",
          "SkinID": 2816776847
        },
        {
          "ShortName": "roadsign.kilt",
          "SkinID": 2803024300
        },
        {
          "ShortName": "roadsign.jacket",
          "SkinID": 2803024010
        },
        {
          "ShortName": "hoodie",
          "SkinID": 2811533300
        },
        {
          "ShortName": "roadsign.gloves",
          "SkinID": 2806216923
        },
        {
          "ShortName": "pants",
          "SkinID": 2811533832
        },
        {
          "ShortName": "metal.shield",
          "SkinID": 0
        }
      ],
      "BeltItems": [
        {
          "ShortName": "t1_smg",
          "Amount": 1,
          "SkinID": 0,
          "Mods": [
            "weapon.mod.muzzlebrake",
            "weapon.mod.holosight",
            "weapon.mod.gascompressionovedrive"
          ],
          "Ammo": "ammo.pistol"
        },
        {
          "ShortName": "weapon.mod.extendedmags",
          "Amount": 24,
          "SkinID": 2817854677,
          "Mods": [],
          "Ammo": null
        }
      ],
      "Kit": "BankHeist",
      "Health": 250.0,
      "RoamRange": 5.0,
      "ChaseRange": 25.0,
      "SenseRange": 75.0,
      "ListenRange": 37.5,
      "AttackRangeMultiplier": 8.0,
      "CheckVisionCone": false,
      "VisionCone": 180.0,
      "HostileTargetsOnly": false,
      "DamageScale": 1.0,
      "TurretDamageScale": 0.25,
      "AimConeScale": 0.35,
      "DisableRadio": true,
      "CanRunAwayWater": true,
      "CanSleep": false,
      "SleepDistance": 0.0,
      "Speed": 8.5,
      "AreaMask": 0,
      "AgentTypeID": 0,
      "MemoryDuration": 30.0,
      "Stationary": true,
      "UseUnderGround": false,
      "States": null
    }
  }
}

BankHeist_kits.png

Edited by unixuniverse
unixuniverse

Posted (edited)

As a test I changed the hazmat inside the config from hazmatsuit_scientist_peacekeeper to hazmatsuit.nomadsuit. They still spawn with the hazmat peacekeeper. So I decided to check the plugin and look for the key word peacekeeper, found it and changed to nomad suit, and it is spawning with that suit. So it seems the plugin isn't reading the config file for the NPC. Everything else works great. Loot containers spawn, doors spawn, and the npcs. 

I have deleted the lang folder, I've completely deleted the plugin information for BankHeist and started over. I have also deleted all the cache files as well. Restarted the server many times with no change.

Edited by unixuniverse
FoxMods

Posted

Please make sure you are creating a guard profile and assigning that guard profile to the guards you wish to have it.

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