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49 minutes ago, BadLandPVE said:

hello its possible add a profile to custom data. for a custom monument?? i build a custom monument and would like add npcs from better not regulars. its possible?

Yes you can and there are several commands to help with this as well in the Description.

Just keep in mind that these will need disabled or removed if you change maps, unless it is set up with an ID for the map before launching the map on a server. It can be a complicated process to do this but it is possible especially if you plan to come back to the map again in the future.

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Getting following error in my console: 

Failed to call hook 'OnSupplyDropDropped' on plugin 'BetterNpc v1.2.8' (KeyNotFoundException: The given key 'AirDrop' was not present in the dictionary.)
  at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in :0 
  at Oxide.Plugins.BetterNpc.OnSupplyDropDropped (SupplyDrop supplyDrop, CargoPlane cargoPlane) [0x0002f] in :0 
  at Oxide.Plugins.BetterNpc.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00304] in :0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in :0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in :0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0 
[Discord Roles] Message: Starting sync for 11 linked players
Failed to call hook 'OnSupplyDropDropped' on plugin 'BetterNpc v1.2.8' (KeyNotFoundException: The given key 'AirDrop' was not present in the dictionary.)
  at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in :0 
  at Oxide.Plugins.BetterNpc.OnSupplyDropDropped (SupplyDrop supplyDrop, CargoPlane cargoPlane) [0x0002f] in :0 
  at Oxide.Plugins.BetterNpc.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00304] in :0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in :0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in :0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0 
Failed to call hook 'OnSupplyDropDropped' on plugin 'BetterNpc v1.2.8' (KeyNotFoundException: The given key 'AirDrop' was not present in the dictionary.)
  at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in :0 
  at Oxide.Plugins.BetterNpc.OnSupplyDropDropped (SupplyDrop supplyDrop, CargoPlane cargoPlane) [0x0002f] in :0 
  at Oxide.Plugins.BetterNpc.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00304] in :0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in :0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in :0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0 

I haven't changed anything just showed up after restart.

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9 minutes ago, ✯Mr.Kingpin✯ said:

I haven't changed anything just showed up after restart.

Reload the plugin make sure it looks like it's loading all files. And or just go straight to the data files make sure it is there for sure.

If it is, do you have any plugins that also affect or edit the airdrops in some way? Sometimes this is just an indication that multiple plugins are trying to react to that hook at once, but in most cases when that has come up it's not been actually affecting anything which can be odd.

Let me know what you see or find out and can go from there. If you're in the Mad Mapper Discord or want to join, create a ticket and tag me and KpucTaJl.

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hello. just now updated and this happens. can u help my to fix please?


Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object)
at Oxide.Plugins.BetterNpc+ControllerSpawnPoint+<>c__DisplayClass16_0.<DieNpc>b__1 () [0x0002d] in <65bae67f91b54b2e975e0867026a3f80>:0
at (wrapper dynamic-method) Oxide.Core.OxideMod.OnFrame_Patch0(object,single)

 

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4 hours ago, BadLandPVE said:

hello. just now updated and this happens. can u help my to fix please?

Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object)
at Oxide.Plugins.BetterNpc+ControllerSpawnPoint+<>c__DisplayClass16_0.<DieNpc>b__1 () [0x0002d] in <65bae67f91b54b2e975e0867026a3f80>:0
at (wrapper dynamic-method) Oxide.Core.OxideMod.OnFrame_Patch0(object,single)

Can you confirm the version of NpcSpawn and BetterNpc that you're running at the moment? When are you getting this error or how often?

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First I can't tell you how much I love this plugin! It's completely changed my server for the better. The possibilities are practically endless with these guys, you've enabled so much customization.

I'm wondering if it's possible to add an additional flag, ideally in the NPC's config file rather than plugin-wide, that would let you determine whether the particular class of NPC is vulnerable to player autoturrets?  Frankly I'm surprised that they are by default vulnerable, as they are built on the Scientist entity.

Thanks so much for your consideration! 

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18 hours ago, Millahdee said:

I'm wondering if it's possible to add an additional flag, ideally in the NPC's config file rather than plugin-wide, that would let you determine whether the particular class of NPC is vulnerable to player autoturrets?  Frankly I'm surprised that they are by default vulnerable, as they are built on the Scientist entity.

Are you essentially wanting to try to allow it for certain NPCs and not others within the plugin? You could use TruePVE to control damage to and from certain NPCs but it sounds like you are wanting to specify. In which case we could add this to our notes for updates and suggestions.

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Thanks for your reply. Yes, ideally it would be on the NPC configuration file level so it could be enabled/disabled for each NPC class separately. Currently I am interested in making all of them not targeted by turrets, but I foresee wanting to permit it for some and preclude it for others. Of course, having it apply to the whole plugin would be an acceptable option instead, just not as ideal.

I have the TurretConfig plugin running on my server also and was actually able to figure out how to add a conditional to its code to stop the targeting of all NPCPlayers by turrets, which works for my current purposes, and this is not as critical an issue for me as it was. I think though, that this would be a nice addition for consideration to your excellent plugin. FYI, the issue I needed to resolve with this is I allowed the building of raid towers and so forth near a monument where I put BetterNPCs, and the players put turrets in their construction and basically set up shooting galleries to farm the NPCs. I fixed that for the time being, but the suggestion I make would be a preferable way to do that.

Thanks so much!

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23 hours ago, Millahdee said:

Thanks for your reply. Yes, ideally it would be on the NPC configuration file level so it could be enabled/disabled for each NPC class separately. Currently I am interested in making all of them not targeted by turrets, but I foresee wanting to permit it for some and preclude it for others. Of course, having it apply to the whole plugin would be an acceptable option instead, just not as ideal.

I have the TurretConfig plugin running on my server also and was actually able to figure out how to add a conditional to its code to stop the targeting of all NPCPlayers by turrets, which works for my current purposes, and this is not as critical an issue for me as it was. I think though, that this would be a nice addition for consideration to your excellent plugin. FYI, the issue I needed to resolve with this is I allowed the building of raid towers and so forth near a monument where I put BetterNPCs, and the players put turrets in their construction and basically set up shooting galleries to farm the NPCs. I fixed that for the time being, but the suggestion I make would be a preferable way to do that.

Thanks so much!

Thank you as well for the detailed explanation. I am glad you have an immediate fix that works for now. I have added this to our notes for suggestions and updates. So the developer will review this the next time he comes to work on this plugin and consider its implementation.

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In position 0 0 0, a Soldier bot spawns, but on my map, this position is underground. The bot still attacks players. Additionally, a small wooden crate and a red canister spawn in this position. Has anyone encountered this issue, and how can it be fixed?

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12 minutes ago, Shin_Mori said:

In position 0 0 0, a Soldier bot spawns, but on my map, this position is underground. The bot still attacks players. Additionally, a small wooden crate and a red canister spawn in this position. Has anyone encountered this issue, and how can it be fixed?

As far as the NPC he is probably from an event or a profile where you have too many NPCs set to spawn and not enough locations for them to spawn into. Find the files with Soldier in them and check this.

For the other items spawning there those are likely from other plugins and you would have to do some investigating to find out where they are coming from.

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2 hours ago, ScizzyDizzle said:

Is there a way to have Npcs spawning inside missile silo like vanilla?

You can customize their spawn locations so yes you can put NPCs nearly anywhere. They just need somewhere to stand and to walk around and they will spawn anywhere you set a spawn point for them.

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its possible add minigun to a npc¿ i tried adding shortname but spawns with nothing

 

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1 hour ago, BadLandPVE said:

its possible add minigun to a npc¿ i tried adding shortname but spawns with nothing

What version of NpcSpawn do you have?

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Thank you for reaching out. Sure, I'll address your questions regarding Better Npc:

Could you please answer the following four questions?

1.Have NPCs been enabled to use rocket launchers? Previously, guidance suggested the use of grenade launchers.

2.If "Detect the target only in the NPCs viewing vision cone" is utilized, will stealth missions be feasible?

3.Is it possible to configure NPCs to only attack players who enter monuments? Currently, setting the entire monument as a target zone encompasses a large area, leading to targeting of bases as well.

4.Can the drop of metal faces upon destruction be prevented?

I hope these responses help clarify your queries!

Edited by Noel2997
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1 hour ago, Jbird said:

What version of NpcSpawn do you have?

2.6.9

 

 

Edited by BadLandPVE
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2 hours ago, BadLandPVE said:

2.6.9

Minigun was added in 2.6.8 check that you have the correct short name. and see if anything else is out of place maybe a skin or something for example that is out of place in the configuration.

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34 minutes ago, Jbird said:

Minigun was added in 2.6.8 check that you have the correct short name. and see if anything else is out of place maybe a skin or something for example that is out of place in the configuration.

thanks ill check it

 

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On 4/17/2024 at 12:36 PM, Noel2997 said:
1.Have NPCs been enabled to use rocket launchers? Previously, guidance suggested the use of grenade launchers.

2.If "Detect the target only in the NPCs viewing vision cone" is utilized, will stealth missions be feasible?

3.Is it possible to configure NPCs to only attack players who enter monuments? Currently, setting the entire monument as a target zone encompasses a large area, leading to targeting of bases as well.

4.Can the drop of metal faces upon destruction be prevented?
  • 1.Have NPCs been enabled to use rocket launchers? Previously, guidance suggested the use of grenade launchers.
    • NPCs for PvP reasons should be equipped with grenade launchers but can be given any weapon with a rocket launcher as a secondary and they will use them when players go inside a base or behind defenses that the NPCs have to raid. That is why grenade launchers get suggested often is they want something the NPC will use regardless of where the players are.
  • 2.If "Detect the target only in the NPCs viewing vision cone" is utilized, will stealth missions be feasible?
    • Absolutely,
  • 3.Is it possible to configure NPCs to only attack players who enter monuments? Currently, setting the entire monument as a target zone encompasses a large area, leading to targeting of bases as well.
    • I would just disable all other files other than monument files. You can configure how far they will wander from their spawn. Also enable any custom files for custom monuments you want to be hostile.
  • 4.Can the drop of metal faces upon destruction be prevented?
    • Added to our update notes and suggestions. If it can be done without affecting performance it is likely that it could be changed in a future update.
Edited by Jbird
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Hi... Is there any way to get the downed npc to drop a hackable locked crate small percentage...  and if so what would the added code look like please 

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1 hour ago, marc wadmore said:

Hi... Is there any way to get the downed npc to drop a hackable locked crate small percentage...  and if so what would the added code look like please 

So yes and no.

 

1 hour ago, marc wadmore said:

Is there any way to get the downed npc to drop a hackable locked crate

Yes.

 

1 hour ago, marc wadmore said:

small percentage

No.

 

If you use this section you can add the path to a prefab and the NPC will drop that prefab instead of a backpack with the desired loot. But you cannot do this by chance it just replaces what they drop. It is used most commonly with BossMonster in my experience but it is an option.

      "The path to the crate that appears at the place of death (empty - not used)": "assets/prefabs/deployable/chinooklockedcrate/codelockedhackablecrate.prefab",

Or if you wanted to do the oil rig hackable it's this one.

      "The path to the crate that appears at the place of death (empty - not used)": "assets/prefabs/deployable/chinooklockedcrate/codelockedhackablecrate_oilrig.prefab",

 

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3 minutes ago, Jbird said:

So yes and no.

 

Yes.

 

No.

 

If you use this section you can add the path to a prefab and the NPC will drop that prefab instead of a backpack with the desired loot. But you cannot do this by chance it just replaces what they drop. It is used most commonly with BossMonster in my experience but it is an option.

      "The path to the crate that appears at the place of death (empty - not used)": "assets/prefabs/deployable/chinooklockedcrate/codelockedhackablecrate.prefab",

Or if you wanted to do the oil rig hackable it's this one.

      "The path to the crate that appears at the place of death (empty - not used)": "assets/prefabs/deployable/chinooklockedcrate/codelockedhackablecrate_oilrig.prefab",

 

ok thanks for your fast reply 

 

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We are having an issue with NPCs not dropping any loot, some NPCs aren't spawning at all, and we have a lot of console spam. We are using the Badlands map by Gruber and did add the BetterNPC files included with the map. We are using carbon on our servers now, not oxide.
 

05/02 23:05:20 | Mechanic[180852] was killed by Xisxo at (-379.97, 94.83, -549.94)
05/02 23:05:20 | Failed to execute OnFrame callback (The given key 'assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_oilrig.prefab' was not present in the dictionary.)
at LootSpawn System.Collections.Generic.Dictionary<string, LootSpawn>.get_Item(string key)
at void Oxide.Plugins.BetterNpc.SpawnIntoContainer(ItemContainer container, string prefab) in /home/container/carbon/plugins/BetterNpc.cs:line 617
at void Oxide.Plugins.BetterNpc.AddToContainerPrefab(ItemContainer container, PrefabLootTableConfig lootTable) in /home/container/carbon/plugins/BetterNpc.cs:line 584
at void Oxide.Plugins.BetterNpc+ControllerSpawnPoint.DieNpc(ScientistNPC npc, NPCPlayerCorpse corpse)+() => { } [1] in /home/container/carbon/plugins/BetterNpc.cs:line 459
at void Carbon.Managers.CarbonProcessor.Update() in /home/runner/work/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 70

 

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