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Jbird

Posted

1 hour ago, MetalHead said:

Getting this in the logs after updating..

Generally that error is harmless when most encounter it but it could be a few things.

  • Custom folder or something else is missing and the plugin did not finish loading
  • There is an error with that file or another file
  • Another plugin also uses that hook and it's just a harmless error

Those are most common at least. A few things to check for.

✯Mr.Kingpin✯

Posted

I got a question regarding the NPC's I take in this case the NPC at the gas stations, I set it up so it takes the loot from: assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_roam_nvg_variant.prefab
I use AlphaLoot Plugin for my loot, so I edited the loot table for this type of NPC how ever they still spawn with random loot including end game weapons like the Minigun and or Millitary Flamethrower I used the NVG NPC loot table and there are not end game guns in there so somehow it doesn't use the assigned NPC loot table here is the Gas Station Config: 

 

{
  "Enabled? [true/false]": true,
  "The size of the monument": "(35.0, 15.0, 45.0)",
  "Remove other NPCs? [true/false]": false,
  "Presets": [
    {
      "Enabled? [true/false]": true,
      "Minimum numbers - Day": 50,
      "Maximum numbers - Day": 50,
      "Minimum numbers - Night": 3,
      "Maximum numbers - Night": 5,
      "NPCs setting": {
        "Names": [
          "Karuma Mechanic"
        ],
        "Health": 100.0,
        "Roam Range": 10.0,
        "Chase Range": 60.0,
        "Attack Range Multiplier": 1.0,
        "Sense Range": 40.0,
        "Target Memory Duration [sec.]": 30.0,
        "Scale damage": 1.0,
        "Aim Cone Scale": 1.0,
        "Detect the target only in the NPC's viewing vision cone? [true/false]": false,
        "Vision Cone": 135.0,
        "Speed": 2.5,
        "Minimum time of appearance after death (not used for Events) [sec.]": 600.0,
        "Maximum time of appearance after death (not used for Events) [sec.]": 900.0,
        "Disable radio effects? [true/false]": true,
        "Is this a stationary NPC? [true/false]": false,
        "Remove a corpse after death? (it is recommended to use the true value to improve performance) [true/false]": true,
        "Wear items": [
          {
            "ShortName": "shirt.collared",
            "SkinID (0 - default)": 1402339549
          },
          {
            "ShortName": "shoes.boots",
            "SkinID (0 - default)": 0
          },
          {
            "ShortName": "hat.cap",
            "SkinID (0 - default)": 1125552993
          },
          {
            "ShortName": "burlap.gloves",
            "SkinID (0 - default)": 1402323871
          },
          {
            "ShortName": "pants",
            "SkinID (0 - default)": 1402353612
          }
        ],
        "Belt items": [
          {
            "ShortName": "shotgun.pump",
            "Amount": 1,
            "SkinID (0 - default)": 0,
            "Mods": [
              "weapon.mod.flashlight",
              "weapon.mod.holosight"
            ],
            "Ammo": ""
          },
          {
            "ShortName": "syringe.medical",
            "Amount": 5,
            "SkinID (0 - default)": 0,
            "Mods": [],
            "Ammo": ""
          }
        ],
        "Kits (it is recommended to use the previous 2 settings to improve performance)": []
      },
      "The amount of economics that is given for killing the NPC": {
        "Economics": 15.0,
        "Server Rewards (minimum 1)": 0,
        "IQEconomic (minimum 1)": 0
      },
      "Type of appearance (0 - random; 1 - own list) (not used for Road and Biome)": 1,
      "Own list of locations (not used for Road and Biome)": [
        "(14.2, 3.1, 15.5)",
        "(3.8, 3.0, -9.7)",
        "(-21.7, 3.0, 1.6)",
        "(-4.6, 3.1, 11.7)",
        "(-2.8, 3.0, 36.2)",
        "(10.4, 3.2, 29.0)",
        "(7.5, 3.3, 28.2)",
        "(2.4, 3.3, 27.7)",
        "(4.8, 3.3, 21.3)",
        "(-4.6, 3.3, 19.2)",
        "(-1.0, 3.3, 28.5)",
        "(-8.1, 9.3, 23.5)",
        "(9.5, 9.3, 25.9)",
        "(2.3, 9.3, -5.4)"
      ],
      "If the NPC ends up below ocean sea level, should the NPC return to it's place of appearance? [true/false]": true,
      "Type of navigation grid (0 - used mainly on the island, 1 - used mainly under water or under land, as well as outside the map, can be used on some monuments)": 0,
      "The path to the crate that appears at the place of death (empty - not used)": "",
      "Which loot table should the plugin use? (0 - default; 1 - own; 2 - AlphaLoot; 3 - CustomLoot; 4 - loot table of the Rust objects; 5 - combine the 1 and 4 methods)": 2,
      "Loot table from prefabs (if the loot table type is 4 or 5)": {
        "Minimum numbers of prefabs": 1,
        "Maximum numbers of prefabs": 1,
        "Use minimum and maximum values? [true/false]": true,
        "List of prefabs": [
          {
            "Chance [0.0-100.0]": 100.0,
            "The path to the prefab": "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_roam_nvg_variant.prefab"
          }
        ]
      },
      "Own loot table (if the loot table type is 1 or 5)": {
        "Minimum numbers of items": 1,
        "Maximum numbers of items": 1,
        "Use minimum and maximum values? [true/false]": true,
        "List of items": [
          {
            "ShortName": "syringe.medical",
            "Minimum": 1,
            "Maximum": 2,
            "Chance [0.0-100.0]": 25.0,
            "Is this a blueprint? [true/false]": false,
            "SkinID (0 - default)": 0,
            "Name (empty - default)": ""
          },
          {
            "ShortName": "scrap",
            "Minimum": 5,
            "Maximum": 10,
            "Chance [0.0-100.0]": 60.0,
            "Is this a blueprint? [true/false]": false,
            "SkinID (0 - default)": 0,
            "Name (empty - default)": ""
          },
          {
            "ShortName": "supply.signal",
            "Minimum": 1,
            "Maximum": 2,
            "Chance [0.0-100.0]": 70.0,
            "Is this a blueprint? [true/false]": false,
            "SkinID (0 - default)": 0,
            "Name (empty - default)": ""
          }
        ]
      }
    }
  ]
}

even If I change it to 4/5 it doesn't use the loot table from the prefab

Jbird

Posted

2 hours ago, ✯Mr.Kingpin✯ said:

I got a question regarding the NPC's I take in this case the NPC at the gas stations, I set it up so it takes the loot from: assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_roam_nvg_variant.prefab
I use AlphaLoot Plugin for my loot, so I edited the loot table for this type of NPC how ever they still spawn with random loot including end game weapons like the Minigun and or Millitary Flamethrower I used the NVG NPC loot table and there are not end game guns in there so somehow it doesn't use the assigned NPC loot table here is the Gas Station Config:

even If I change it to 4/5 it doesn't use the loot table from the prefab

So AlphaLoot is tricky, it doesn't play well with other plugins as well as some loot plugins. Your only option to use AlphaLoot loot tables is to use option 2. But it will use the NPC path from the NpcSpawn file configuration. By default this is heavy scientist. You could change the NpcSpawn to use the prefab you configured in AlphaLoot and see if this is what you were trying to achieve.

Hopefully that makes sense but let me know if you have any questions. To use an AlphaLoot loot table though you must use option 2 and the single path to the prefab.

paxx

Posted (edited)

Quote

So AlphaLoot is tricky, it doesn't play well with other plugins as well as some loot plugins. Your only option to use AlphaLoot loot tables is to use option 2. But it will use the NPC path from the NpcSpawn file configuration. By default this is heavy scientist. You could change the NpcSpawn to use the prefab you configured in AlphaLoot and see if this is what you were trying to achieve.

Hopefully that makes sense but let me know if you have any questions. To use an AlphaLoot loot table though you must use option 2 and the single path to the prefab.

 

I've been trying to find the best solution for custom loot within BetterNPC as I think it's superior outside of loot control. It's tough.  Alphaloot provides a powerful solution  with the ability to control everything but the integration within BetterNPC seems to be lacking. I personally resorted to using the JSON extract out of Alphaloot, parsing the extract in a custom script, and then pasting json into the specific monument within the config. It works but the randomize/round robin loot when defining your own loot is really lacking within BetterNPC (it's not random). I had to rewrite the loot system when defining your own to get better results.

That said, changing the prefab in the NpcSpawn dependency didn't even occur to me.   I assume a change in NpcSpawn is universal and will impact all plugins depending on NpcSpawn?

Edited by paxx
Jbird

Posted

3 hours ago, paxx said:

I've been trying to find the best solution for custom loot within BetterNPC as I think it's superior outside of loot control. It's tough.  Alphaloot provides a powerful solution  with the ability to control everything but the integration within BetterNPC seems to be lacking. I personally resorted to using the JSON extract out of Alphaloot, parsing the extract in a custom script, and then pasting json into the specific monument within the config. It works but the randomize/round robin loot when defining your own loot is really lacking within BetterNPC (it's not random). I had to rewrite the loot system when defining your own to get better results.

The biggest hurdle people run into is understanding Rust's core loot system and how it works. Myself included early on, we try to make our own loot table and percentages but don't actually understand the way Rust pulls loot.

A quick tip though that might help illuminate the issue is that Rust by default looks at a loot table, chooses a random item, then rolls the chances of it dropping, and moves on to the next slot. By general assumption the percentages for more randomization need to be much lower than most expect just based off of common sense.

The next best way to see something more randomized, would be to look at the drop chance on a normal Rust loot table. This will give a better idea of how low most things are, to really randomize the process. Most people would thing for example, 5-10% seems small. It's actually huge when the system is running the calculation at incredible speed to fill the loot. With those higher percentages it will often end up grabbing really similar items often.

Anyway I hope that provides a bit of clarity. The issue is mainly that people want to use their favorite loot table, and apply it to a plugin that has a custom table built in, and nobody really understands how loot is pulled so some people that try that, end up opting for another method instead. Not all plugins have engaged developers that will add API or make adjustments themselves to work better with other plugins, like in this case, so KpucTaJl has done the best he can to add anything that gets requested. AlphaLoot was one of the last to be added because it's just not easy to work with it as it's main focus is replacing the default loot on the server. I hope I am making at least some sense just trying to explain some of the behind the scenes aspect.

 

3 hours ago, paxx said:

That said, changing the prefab in the NpcSpawn dependency didn't even occur to me.   I assume a change in NpcSpawn is universal and will impact all plugins depending on NpcSpawn?

Correct, this will be the base NPC for anything that uses NpcSpawn on the server, since that is what spawns and controls the NPCs as a core.

I actually added a note myself after other feedback had given me the thought that possibly being able to choose the base by plugin maybe even preset, instead of just having one base for all, could be helpful for some servers. No promises but the note is in there for future updates so if we can find a way to do that without it negatively affecting the performance then it very well may be added in a future update.

S0TR

Posted (edited)

On 10/10/2024 at 2:16 PM, paxx said:

 

I've been trying to find the best solution for custom loot within BetterNPC as I think it's superior outside of loot control. It's tough.  Alphaloot provides a powerful solution  with the ability to control everything but the integration within BetterNPC seems to be lacking. I personally resorted to using the JSON extract out of Alphaloot, parsing the extract in a custom script, and then pasting json into the specific monument within the config. It works but the randomize/round robin loot when defining your own loot is really lacking within BetterNPC (it's not random). I had to rewrite the loot system when defining your own to get better results.

That said, changing the prefab in the NpcSpawn dependency didn't even occur to me.   I assume a change in NpcSpawn is universal and will impact all plugins depending on NpcSpawn?

I just came here looking for answers on how I can get Npcs raoming the roads or at my monuments to spawn different loot than Npcs at Oil, Brad or Events since I am also using AlphaLoot and running into this tricky situation where all my Npcs, regardless of which ones, are spawning high tier items

A player got a bolty from a road Npc and suddenly this was brought to my attention! 😅

Seems like extracting the loot table from my AlphaLoot json, converting it, and throwing it into the BetterNpc data folders I need while choosing the option to define my own loot is going to be the way to go for now!

Edited by S0TR
S0TR

Posted (edited)

15 minutes ago, S0TR said:

I just came here looking for answers on how I can get Npcs raoming the roads or at my monuments to spawn different loot than Npcs at Oil, Brad or Events since I am also using AlphaLoot and running into this tricky situation where all my Npcs, regardless of which ones, are spawning high tier items

A player got a bolty from a road Npc and suddenly this was brought to my attention! 😅

Seems like extracting the loot table from my AlphaLoot json, converting it, and throwing it into the BetterNpc data folders I need while choosing the option to define Custom Loot is going to be the way to go for now!

On a side note to this! I think a viable solution to consider is giving an option in the BetterNpc data folders (or maybe NpcSpawn for each plugin as an earlier comment made?) for us to define which prefab we want each Npc type to use and whether or not AlphaLoot will control it.

While that does sound like the options already available to us, we are specifically given the choice of 

"Which loot table should the plugin use? (0 - default; 1 - own; 2 - AlphaLoot; 3 - CustomLoot; 4 - loot table of the Rust objects; 5 - combine the 1 and 4 methods)":

and then

"Loot table from prefabs (if the loot table type is 4 or 5)": {
        "Minimum numbers of prefabs": 1,
        "Maximum numbers of prefabs": 1,
        "Use minimum and maximum values? [true/false]": true,
        "List of prefabs": [
          {
            "Chance [0.0-100.0]": 100.0,
            "The path to the prefab": "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_oilrig.prefab"
          }

which ultimately splits up and removes AlphaLoot from the equation. I would believe that if AlphaLoot wasn't removed from the options in someway, per example -

"Loot table from prefabs (if the loot table type is 2, 4 or 5)":

and we chose 2 above, AlphaLoot would then take over the spawning of the Npc prefab we have defined as it does with everything else

I'm new to plugin development, but this seems like it would work and allowing better compatibility with AlphaLoot is possible 🤷‍♂️

Edited by S0TR
paxx

Posted (edited)

7 hours ago, S0TR said:

I just came here looking for answers on how I can get Npcs raoming the roads or at my monuments to spawn different loot than Npcs at Oil, Brad or Events since I am also using AlphaLoot and running into this tricky situation where all my Npcs, regardless of which ones, are spawning high tier items

A player got a bolty from a road Npc and suddenly this was brought to my attention! 😅

Seems like extracting the loot table from my AlphaLoot json, converting it, and throwing it into the BetterNpc data folders I need while choosing the option to define my own loot is going to be the way to go for now!

This was my sentiments as well, I don't need a tier 0 - 1 monument NPC at Oxum’s or random roamer dropping tier 3 monument loot.  Why bother to farm Oil when I can just farm at the abandoned supermarket?   i solved the issue by parsing out the json from Alpha loot and selecting option 1 only to realize the loot is not random.  it picks a random number between 0 and 100 for loot chance, randomly between min and max, and then loops through the list until the number between min and max loot items is achieved.   That means your loot list needs to be incredibly long with a large diversity of chance % or the loot becomes predictable.  I solved by creating a round robin system where anything that is within the chance is randomly picked within the list up to the max number.

It works well but now I need to manage the alpha loot json file and then manually copy and paste it into multiple  monument configs.  That's fine as a one time exercise but I like to tweak the loot tables adding season stuff and what not.

Ultimately I decided on assets/rust.ai/agents/npcplayer/humannpc/tunneldweller/npc_tunneldweller.prefab for most of the low tier monuments for now.  

BetterNPC is a great plugin that handles the NPC's amazingly well. The loot portion is a shortcoming however.   

 

Edited by paxx
  • Like 1
rode85

Posted

Installed NPC's onto my new server but they won't die. I'm in admin mode testing them out. Bullets to the head and rockets but won't die.

Jbird

Posted

On 10/15/2024 at 3:36 AM, S0TR said:

I just came here looking for answers on how I can get Npcs raoming the roads or at my monuments to spawn different loot than Npcs at Oil, Brad or Events since I am also using AlphaLoot and running into this tricky situation where all my Npcs, regardless of which ones, are spawning high tier items

A player got a bolty from a road Npc and suddenly this was brought to my attention! 😅

Seems like extracting the loot table from my AlphaLoot json, converting it, and throwing it into the BetterNpc data folders I need while choosing the option to define my own loot is going to be the way to go for now!

There was work to allow AlphaLoot as an option but the issue is that it doesn't work like other plugins. AlphaLoot doesn't allow for other plugins to be able to tell it to pull a loot table, it will only pull from the containers loot table. In the instance of NPCs then this means whatever NPC is used as a base, AlphaLoot will only use the profile for that short name.

This is controlled by the main NpcSpawn config and you could use a lower tier NPC if you wanted if nothing else. But basically a lot of people assume that you can choose AlphaLoot then select the prefab path, but AlphaLoot just doesn't work like that or have API to do anything otherwise. It's just how that plugin works.

 

On 10/15/2024 at 3:46 AM, S0TR said:

On a side note to this! I think a viable solution to consider is giving an option in the BetterNpc data folders (or maybe NpcSpawn for each plugin as an earlier comment made?) for us to define which prefab we want each Npc type to use and whether or not AlphaLoot will control it.

While that does sound like the options already available to us, we are specifically given the choice of 

"Which loot table should the plugin use? (0 - default; 1 - own; 2 - AlphaLoot; 3 - CustomLoot; 4 - loot table of the Rust objects; 5 - combine the 1 and 4 methods)":

and then

"Loot table from prefabs (if the loot table type is 4 or 5)": {
        "Minimum numbers of prefabs": 1,
        "Maximum numbers of prefabs": 1,
        "Use minimum and maximum values? [true/false]": true,
        "List of prefabs": [
          {
            "Chance [0.0-100.0]": 100.0,
            "The path to the prefab": "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_oilrig.prefab"
          }

which ultimately splits up and removes AlphaLoot from the equation. I would believe that if AlphaLoot wasn't removed from the options in someway, per example -

"Loot table from prefabs (if the loot table type is 2, 4 or 5)":

and we chose 2 above, AlphaLoot would then take over the spawning of the Npc prefab we have defined as it does with everything else

I'm new to plugin development, but this seems like it would work and allowing better compatibility with AlphaLoot is possible 🤷‍♂️

It makes sense in theory it just isn't possible with the way that AlphaLoot is written, and because no API has ever been added for other plugins to use. AlphaLoot basically is like no this is what it is you're not telling me what you want it to be haha basically. AlphaLoot was added as an option after quite a few requests but unfortunately getting it to work like other loot table plugins just isn't possible.

  • Like 1
Jbird

Posted

On 10/15/2024 at 10:56 AM, paxx said:

This was my sentiments as well, I don't need a tier 0 - 1 monument NPC at Oxum’s or random roamer dropping tier 3 monument loot.  Why bother to farm Oil when I can just farm at the abandoned supermarket?   i solved the issue by parsing out the json from Alpha loot and selecting option 1 only to realize the loot is not random.  it picks a random number between 0 and 100 for loot chance, randomly between min and max, and then loops through the list until the number between min and max loot items is achieved.   That means your loot list needs to be incredibly long with a large diversity of chance % or the loot becomes predictable.  I solved by creating a round robin system where anything that is within the chance is randomly picked within the list up to the max number.

It works well but now I need to manage the alpha loot json file and then manually copy and paste it into multiple  monument configs.  That's fine as a one time exercise but I like to tweak the loot tables adding season stuff and what not.

Ultimately I decided on assets/rust.ai/agents/npcplayer/humannpc/tunneldweller/npc_tunneldweller.prefab for most of the low tier monuments for now.  

BetterNPC is a great plugin that handles the NPC's amazingly well. The loot portion is a shortcoming however.  

Just to add additional clarity, I explained this in my previous response, but AlphaLoot does not have API to do what people want us to be able to do with it regarding NPC. But also people just don't realize how Rust loot tables usually look and work, as the plugin uses basic Facepunch rules for loot and follows them in this regard. The issue is that a percentage that some thing is small, is actually a bit high. My best recommendation for when people are struggling with the loot table or think their is an issue with it, that they review a default loot table and compare it to theirs, to see how different it is. Common sense and a first attempt at making a loot table, is very rarely anywhere near the probabilities of what people are expecting and more used to seeing, without knowing what's happening under the hood. Simply put AlphaLoot doesn't work well with custom NPCs, or an option to tell AlphaLoot what to use would have been implemented at any time for a long time now if API were to get added to allow it.

Jbird

Posted

2 hours ago, rode85 said:

Installed NPC's onto my new server but they won't die. I'm in admin mode testing them out. Bullets to the head and rockets but won't die.

I believe most of the people that reported similar issues found it to be a SkillTree issue. If you have that plugin look there for fixes and support, or let me know if that is not the case for you and we can look further into it.

rode85

Posted

7 hours ago, Jbird said:

I believe most of the people that reported similar issues found it to be a SkillTree issue. If you have that plugin look there for fixes and support, or let me know if that is not the case for you and we can look further into it.

I'm not using any kind of skill or xp plugin. I have TruePvE plugin but I unloaded it then tried again and they still wouldn't die. Attached are all the plugins I'm using.

plugins.jpg

Jbird

Posted

2 hours ago, rode85 said:

I'm not using any kind of skill or xp plugin. I have TruePvE plugin but I unloaded it then tried again and they still wouldn't die. Attached are all the plugins I'm using.

Check your NpcSpawn and BetterNpc versions, make sure they are up to date.

Do you have PVE mode set for the server?

server.pve

Is this true or false for your server?

If neither of those do anything for you, and if you would, can you join the Mad Mapper Discord and create a ticket there? We can dig more into it and sort it out. I'll take a look at your TruePVE settings and a few other things to try to get to the bottom of what's happening for you unless one of those questions lead us to the issue and fix.

lostcity

Posted

here i have a probleme when server restart the npc dont respawn i always need to force spawn anything to know for that ???

S0TR

Posted (edited)

18 minutes ago, lostcity said:

here i have a probleme when server restart the npc dont respawn i always need to force spawn anything to know for that ???

Couple things to check

First, I would make sure you have the "NPCSpawn" plugin installed as well.

If that additional plugin is installed and working, then second go down both config files "NPCSpawn" and "BetterNpc", and see if any settings regarding the spawning of said NPCs are turned off

3rd: Make sure inside your data folder for BetterNpc - /oxide/data/BetterNpc - you go through each monument, road, event type etc that you want them to spawn at, and at the top of those .json files there is an option to actually enable their spawning

Still stuck? Post your configs, or DM and I can help you. Both plugins should immediately spawn NPCs during restarts, you'll see BetterNpcs almost "spam" your console as it loads each data folder; if you're not seeing that then something is wrong!

Edited by S0TR
lostcity

Posted

10 minutes ago, S0TR said:

Couple things to check

First, I would make sure you have the "NPCSpawn" plugin installed as well.

If that additional plugin is installed and working, then second go down both config files "NPCSpawn" and "BetterNpc", and see if any settings regarding the spawning of said NPCs are turned off

3rd: Make sure inside your data folder for BetterNpc - /oxide/data/BetterNpc - you go through each monument, road, event type etc that you want them to spawn at, and at the top of those .json files there is an option to actually enable their spawning

Still stuck? Post your configs, or DM and I can help you. Both plugins should immediately spawn NPCs during restarts, you'll see BetterNpcs almost "spam" your console as it loads each data folder; if you're not seeing that then something is wrong!

npcspawn is download and work fine ... everything seems okay but no spawn only spawn with command /spawnpointreload (name)

 

Jbird

Posted

1 hour ago, lostcity said:

here i have a probleme when server restart the npc dont respawn i always need to force spawn anything to know for that ???

The most common reason for this is that some servers will have issues when it tries to load a plugin that needs a dependency, before it gets to the dependency. Usually everything is loading at the same time but for different reasons there is just enough of a delay that anything that tried to load before NpcSpawn just sits there, and there is no function automatically to load or reload it.

If when looking into it you cannot figure out the cause, either through your host or just researching it, there is if nothing else a plugin on Codefling that will allow you to reload plugins after the server starts up. It can be a temporary fix if nothing else, just give it a short delay then load in whatever order. If you need help finding that let me know. But that would be my initial guess by the sound of it.

S0TR

Posted

2 minutes ago, Jbird said:

The most common reason for this is that some servers will have issues when it tries to load a plugin that needs a dependency, before it gets to the dependency. Usually everything is loading at the same time but for different reasons there is just enough of a delay that anything that tried to load before NpcSpawn just sits there, and there is no function automatically to load or reload it.

If when looking into it you cannot figure out the cause, either through your host or just researching it, there is if nothing else a plugin on Codefling that will allow you to reload plugins after the server starts up. It can be a temporary fix if nothing else, just give it a short delay then load in whatever order. If you need help finding that let me know. But that would be my initial guess by the sound of it.

I thought of that too, that BetterNpc is loading first, then NpcSpawn after and it's in the wrong order. He's also using the Atlanta Walking Dead Map with Zone Manager and Dynamic Pve, but I am fairly certain something is a miss here. There's only 1 custom monument data folder, named "atlanta.json" with a radius of 220 for the zone he wants. I am guessing there needs to be more monument names, a higher radius etc BUT he says that they spawn fine when he /spawnpointreload <name>. Attempting to trouble shoot in different ways.

lostcity

Posted

23 minutes ago, Jbird said:

The most common reason for this is that some servers will have issues when it tries to load a plugin that needs a dependency, before it gets to the dependency. Usually everything is loading at the same time but for different reasons there is just enough of a delay that anything that tried to load before NpcSpawn just sits there, and there is no function automatically to load or reload it.

If when looking into it you cannot figure out the cause, either through your host or just researching it, there is if nothing else a plugin on Codefling that will allow you to reload plugins after the server starts up. It can be a temporary fix if nothing else, just give it a short delay then load in whatever order. If you need help finding that let me know. But that would be my initial guess by the sound of it.

ill try everything and nothing happen they dont spawn themself need to manually spawn 

Jbird

Posted

22 minutes ago, S0TR said:

I thought of that too, that BetterNpc is loading first, then NpcSpawn after and it's in the wrong order. He's also using the Atlanta Walking Dead Map with Zone Manager and Dynamic Pve, but I am fairly certain something is a miss here. There's only 1 custom monument data folder, named "atlanta.json" with a radius of 220 for the zone he wants. I am guessing there needs to be more monument names, a higher radius etc BUT he says that they spawn fine when he /spawnpointreload <name>. Attempting to trouble shoot in different ways.

I am not sure why you are asking other customers to DM you for support. Support should be carried out on the site or in the Mad Mapper Discord through KpucTaJl or myself.

Atlanta only has one custom place for BetterNpc, and the other NPCs on the map are not coming from BetterNpc.

 

4 minutes ago, lostcity said:

ill try everything and nothing happen they dont spawn themself need to manually spawn 

Join the Mad Mapper Discord if you would, let me know if you don't see the link in your download or anywhere I can give it to you. I'll have you share a log for your server so we can look at your console while it loads, and confirm whether it is loading correctly or not.

If it isn't, as I explained there is a free plugin you can grab, and tell it to reload the plugin(s) that you need it to.

It my suspicion is correct you will want to review your method for restart, as well as your host or whatever applications you might use, as most servers do not have this issue, but it does happen on occasion. But this plugin can either fix temporarily or permanently if you want to keep it, the issue you are having, if everything runs properly after reloading the plugin.

Also as a note you would just reload the whole plugin not each file individually.

lostcity

Posted

6 minutes ago, Jbird said:

I am not sure why you are asking other customers to DM you for support. Support should be carried out on the site or in the Mad Mapper Discord through KpucTaJl or myself.

Atlanta only has one custom place for BetterNpc, and the other NPCs on the map are not coming from BetterNpc.

 

Join the Mad Mapper Discord if you would, let me know if you don't see the link in your download or anywhere I can give it to you. I'll have you share a log for your server so we can look at your console while it loads, and confirm whether it is loading correctly or not.

If it isn't, as I explained there is a free plugin you can grab, and tell it to reload the plugin(s) that you need it to.

It my suspicion is correct you will want to review your method for restart, as well as your host or whatever applications you might use, as most servers do not have this issue, but it does happen on occasion. But this plugin can either fix temporarily or permanently if you want to keep it, the issue you are having, if everything runs properly after reloading the plugin.

Also as a note you would just reload the whole plugin not each file individually.

i dont say to other customer to dm me he said to dm him... and ill try your reloadafterstartup if nothing better ill coming on your discord thanks

Jbird

Posted

Just now, lostcity said:

i dont say to other customer to dm me he said to dm him... and ill try your reloadafterstartup if nothing better ill coming on your discord thanks

I know I meant to split that into two messages the first reply was to them haha.

You're welcome to join just to be there regardless, or in case you want to see what I am talking about regarding your console when it loads up. If you can confirm that's the issue you can go to your host or any support you have available for anything you use to run the server, as that's obviously not ideal since some plugins use others as dependencies, and need to be loaded together.

lostcity

Posted

1 minute ago, Jbird said:

I know I meant to split that into two messages the first reply was to them haha.

You're welcome to join just to be there regardless, or in case you want to see what I am talking about regarding your console when it loads up. If you can confirm that's the issue you can go to your host or any support you have available for anything you use to run the server, as that's obviously not ideal since some plugins use others as dependencies, and need to be loaded together.

aight ill try ..now il reboot server with the mod if nothing happen ill come and reply 

Jbird

Posted

19 minutes ago, lostcity said:

aight ill try ..now il reboot server with the mod if nothing happen ill come and reply 

Did you configure it? You need to tell it what plugin(s) to reload and how long to wait in the configuration file.

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