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Jbird

Posted

8 hours ago, CyberWarden said:

Doesn't play with this mod.

 

In what way do you mean? Can you explain in more detail?

Jbird

Posted

10 hours ago, CyberWarden said:

Loot Table & Stacksize GUI is capable of setting the NPC's loot but this plugin overrides it so Ithe NPC's have of a couple pieces of loot and not sure where it's getting them from.  I have it set to 5 but doesn't seem to follow the loot selected even on own items.  It also cause the Loot Table & Stacksize GUI plugin to through a error which I shared with the owner.

 Failed to run a 0.10 timer in 'Loottable v1.0.13' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.Loottable+<OnEntitySpawned>c__AnonStorey2.<>m__0 () [0x00000] in <517e8941c0e7441d86255396561e8a19>:0
  at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <0d3ec4223e1545f9b3666f4f73517a10>:0

Haven't ever found any confirmed problems with using 'own loot table' setting and creating the loot table and parameters. If it helps NpcSpawn uses Heavy NPCs as its base then changes them to suit our configurations. Have you by chance tried this setting by itself to see if it works any better?

The Stacksize plugin is a bit newer so perhaps there are some more tweaks that the developer will be able to sort out.

Hawkhill

Posted

Hi! Amazing plugin you have made! 

Im wondering if you could add a feature to the airdrop event.
Would be great to have the option in the configfile to turn on a map marker where the supplydrop lands, and maybe posts a message in chat where it landed.
Im currently using another plugin to do that on my server, but it cant tell the difference between a supply signal and  a ordinary drop, and places a marker and notify in chat where it lands.
But Better NPC can tell the difference and wont spawn NPC's on supply signals....

Is this something you could do?
 

Jbird

Posted

19 hours ago, Hawkhill said:

Hi! Amazing plugin you have made! 

Im wondering if you could add a feature to the airdrop event.
Would be great to have the option in the configfile to turn on a map marker where the supplydrop lands, and maybe posts a message in chat where it landed.
Im currently using another plugin to do that on my server, but it cant tell the difference between a supply signal and  a ordinary drop, and places a marker and notify in chat where it lands.
But Better NPC can tell the difference and wont spawn NPC's on supply signals....

Is this something you could do?
 

I am passing this on as a suggestion. Trying to keep them organized to help the developer out. I will add this to the list. Thank you for sharing the idea. No promises but they are all looked at and considered.

  • Like 1
damnpixel

Posted

Now im done with this plugin. No really helpful answers from the creator. BotReSpawn also doesn't work anymore because the BetterNpc plugin removed all NPCs! It can't be that you are only forced to use THIS plugin!

  • Like 1
Jbird

Posted

44 minutes ago, damnpixel said:

Now im done with this plugin. No really helpful answers from the creator. BotReSpawn also doesn't work anymore because the BetterNpc plugin removed all NPCs! It can't be that you are only forced to use THIS plugin!

Sorry you feel that way but there are several ways to get support and help. I was hired by the developer to help with support and I check all of his plugins on multiple sites, as well as monitor multiple Discord servers to support his works every single day. He is always available if needed but it isn't needed 99% of the time, that's why he recruited me. So if you are needing help and haven't gotten it then that is on you, there are plenty of places that we offer assistance. So yes regardless of where you go to say the same thing, you are going to get the same answers from me in each place you go.

BotReSpawn and BetterNpc do most of the same things. Plugins like that can sometimes be made to work together but without any context of what you are trying to do all I can ask is why do you have two plugins that do the same things? Plugins that are spawning NPCs end up using similar or same code in the game and conflict with each other. This is only ever solved if the developers get feedback and context to the issues.

The creator doesn't speak English without using a translator so that is one of the many reasons you are talking to me instead. I assure you that the developer gets feedback, suggestions, and is called upon when needed. Generally that doesn't happen but it does when it is needed. We need context and details for that to happen.

Sorry that you are frustrated, and having a hard time. I am here to help and the Developer is as well.

  • Like 2
Laminin

Posted

Is there any way to get this to work with Death Notes? Currently it just gives the default scientist messages even after adding each npc's message to Death Note's configuration file.

Example:

      {
        "KillerType": "Worker",
        "VictimType": "Player",
        "DamageType": "*",
        "Messages": [
          "{killer} killed {victim}, job's too stressful."
        ]
      },
      {
        "KillerType": "Player",
        "VictimType": "Worker",
        "DamageType": "*",
        "Messages": [
          "{killer} murdered a {victim} with their {weapon} at {distance}."
        ]
      },

Will just result in the scientist's message being used for the Worker npc. Guessing it's because these npcs are just Scientists skinned as custom npcs.

Jbird

Posted

1 hour ago, Laminin said:

Is there any way to get this to work with Death Notes? Currently it just gives the default scientist messages even after adding each npc's message to Death Note's configuration file.

Example:

      {
        "KillerType": "Worker",
        "VictimType": "Player",
        "DamageType": "*",
        "Messages": [
          "{killer} killed {victim}, job's too stressful."
        ]
      },
      {
        "KillerType": "Player",
        "VictimType": "Worker",
        "DamageType": "*",
        "Messages": [
          "{killer} murdered a {victim} with their {weapon} at {distance}."
        ]
      },

Will just result in the scientist's message being used for the Worker npc. Guessing it's because these npcs are just Scientists skinned as custom npcs.

Let me see what I can do for you. Essentially the only places where that plugin works properly for a plugin like this, it needs patched to learn and recognize them by their names. I think I had a patched version at one point but I think the plugin has been updated since then as well so let me look into that for you.

Laminin

Posted

1 hour ago, Jbird said:

Let me see what I can do for you. Essentially the only places where that plugin works properly for a plugin like this, it needs patched to learn and recognize them by their names. I think I had a patched version at one point but I think the plugin has been updated since then as well so let me look into that for you.

Thanks. I looked into editing the Death Notes myself with some snippets from when people wanted the tunnel dwellers and zombienpc's added, but I believe they count as their own entity and are not considered scientist's like Better Npc's are so it didn't work out. Any help is appreciated.

Jbird

Posted

3 hours ago, Laminin said:

Thanks. I looked into editing the Death Notes myself with some snippets from when people wanted the tunnel dwellers and zombienpc's added, but I believe they count as their own entity and are not considered scientist's like Better Npc's are so it didn't work out. Any help is appreciated.

They are heavy scientist that are customized. But the main thing is that they are given names that the plugin needs to be able to recognize. I will dig into this soon though.

Dexta

Posted (edited)

Hi! Amazing plugin.
Could be possible to add different sound effects to different NPC presets?
Example: As far as I know, currently we can only set if the NPC have the radio effects enable or disable.

"Disable radio effects? [true/false]": true,

It would be awesome to be able to set the sound effect of our choice the same way we set the loot table:

"The path to the prefab": "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_oilrig.prefab"

Thank you so much, hopefully this isn't something too difficult to implement.

Edited by Dexta
  • Like 1
Jbird

Posted

5 hours ago, Dexta said:

Hi! Amazing plugin.
Could be possible to add different sound effects to different NPC presets?
Example: As far as I know, currently we can only set if the NPC have the radio effects enable or disable.

"Disable radio effects? [true/false]": true,

It would be awesome to be able to set the sound effect of our choice the same way we set the loot table:

"The path to the prefab": "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_oilrig.prefab"

Thank you so much, hopefully this isn't something too difficult to implement.

Nice suggestion. We expect a bumpy start to the wipe but this will definitely go into the suggestion pile. Many of the plugins will be getting updates soon for the forced wipe changes. We will discuss it and might integrate it into the QoL update to the plugins in the near future.

  • Like 2
Hawkhill

Posted

Plugin needs a update after serverupdate..... NPC's wont spawn

Jbird

Posted

1 hour ago, Hawkhill said:

Plugin needs a update after serverupdate..... NPC's wont spawn

No worries work started on this immediately after the update was released and was anticipated.

Stay tuned!

  • Like 1
Hawkhill

Posted (edited)

Plugin havent been updated yet....

Any news from the developer @Jbird?  Over 24h now since patch.....

Edited by Hawkhill
Robis

Posted

plugin not working good as before... most npc not walking, non stop using syrenge meds... those who walking, they more often stucking, looks like they trugle with roaming paths.... very sad and very bad 😞

Jbird

Posted

3 hours ago, SHADOWOFDIABLO said:

How do i update?

 

Download the newest version of NpcSpawn.

 

2 hours ago, Hawkhill said:

Plugin havent been updated yet....

Any news from the developer @Jbird?  Over 24h now since patch.....

NpcSpawn was released early this morning and an update for DefendableBases was released as well. The Mad Mapper discord had done our best to keep everyone up to date. There are a few reports of issues but they will be addressed quickly.

 

2 hours ago, Robis said:

plugin not working good as before... most npc not walking, non stop using syrenge meds... those who walking, they more often stucking, looks like they trugle with roaming paths.... very sad and very bad 😞

There was a complex system based on the old AI, so it may seem simple but it can be very complex to update. It is being worked on though I assure you it is all being sorted out and should not take long to get back to where we were. Discord servers are easiest honestly to get news out in that regard but I will do my best to help get through the discussions and support requests to take care of this there as well.

Sorry that the enemies are derpy but they will be fixed soon. Stay tuned!

Robis

Posted

32 minutes ago, Jbird said:

Download the newest version of NpcSpawn.

 

NpcSpawn was released early this morning and an update for DefendableBases was released as well. The Mad Mapper discord had done our best to keep everyone up to date. There are a few reports of issues but they will be addressed quickly.

 

There was a complex system based on the old AI, so it may seem simple but it can be very complex to update. It is being worked on though I assure you it is all being sorted out and should not take long to get back to where we were. Discord servers are easiest honestly to get news out in that regard but I will do my best to help get through the discussions and support requests to take care of this there as well.

Sorry that the enemies are derpy but they will be fixed soon. Stay tuned!

Oh thank you so a lot, then now i can sleep finally. Finally i know whats going on and can relax... Got in the past some plugins never be updated and left for the years by developers. thank you for the information. its really help for costumers to calm down. I think to make it more easy to inform just have an info on the top of all comments about plugin current status. then people no need text multiple texts and developers no need to answer to them. save a time and panic lvls to both sides. 

Jbird

Posted

15 minutes ago, Robis said:

Oh thank you so a lot, then now i can sleep finally. Finally i know whats going on and can relax...

No worries, get some rest. We will do what we can on our end. It's not in a perfect state yet so just stay tuned and we will do our best to ensure people know to look for the update. Generally everyone comes to the same few places so we will address everyone everywhere we can as quickly as we can.

Hawkhill

Posted

NPC's spawning again.....
But i should have got a notification from this page that the plugin has been updated..... But BetterNPC havent been changed....  just NPC Spawn plugin.....

SHADOWOFDIABLO

Posted

HOW DO I FIX Unable to find main plugin class: NpcSpawn

SHADOWOFDIABLO

Posted

HOW DO I FIX Unable to find main plugin class: NpcSpawn

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