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5 hours ago, Wile E. said:

I just noticed these errors while searching for something else. I am unsure if it is negatively impacting the NPC's.

Do you have chinook crates and supply drops enabled?

More often than not these errors have been around for awhile but we've never had to fix most occurrences of the errors popping up because generally the plugin is still functioning fine. It seems to mostly be that other plugins that are using those same hooks end up causing the errors but the plugin generally still functions just fine.

That's what it's referring to though is supply drops and chinook crate drops.

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Thanks for this. I need to go through everything to double-check but stick a fork in me I am all done for today. I will have a look-see tomorrow morning. Cheers

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24 minutes ago, Wile E. said:

Thanks for this. I need to go through everything to double-check but stick a fork in me I am all done for today. I will have a look-see tomorrow morning. Cheers

I feel that. Let me know if you run into any questions or issues.

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4 hours ago, Komorebi said:

Can you increase the use of console commands to enable spawning points?

Please expand on the idea you're suggesting. I'm not sure that I follow what you're asking just yet.

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6 hours ago, Jbird said:

Please expand on the idea you're suggesting. I'm not sure that I follow what you're asking just yet.

For example, I configured an NPC for Airfield Monument. These NPCs only appear when I enable Airfield NPC with the console command.

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2 minutes ago, Komorebi said:

For example, I configured an NPC for Airfield Monument. These NPCs only appear when I enable Airfield NPC with the console command.

What command are you using to enable them? You can enable and disable them in their config files within the data folder.

Then adding new NPCs you can use console commands and just reload the plugin to have those changes take effect.

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10 minutes ago, Jbird said:

What command are you using to enable them? You can enable and disable them in their config files within the data folder.

I hope you can add such a command. The reason for having such an idea is to collaborate with your event plugin. For example, in the Arctic Base Event plugin, when an event refreshes, the NPC in the Better Npc plugin also refreshes at that location.

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24 minutes ago, Komorebi said:

I hope you can add such a command. The reason for having such an idea is to collaborate with your event plugin. For example, in the Arctic Base Event plugin, when an event refreshes, the NPC in the Better Npc plugin also refreshes at that location.

I don't know what command you're using, or what you are asking to be added.

You can disable removing NPCs at that location so they do not load in after an event. But I don't follow what you are doing or what you are wanting to do.

Sorry if I'm missing something here I'm not trying to be a smartass or anything I just don't follow what you're trying to do even to add something to our notes or to explain how it can potentially already be done.

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9 hours ago, Jbird said:

don't know what command you're using, or what you are asking to be added.

There may be errors between the translation software and my expression. I hope the event plugin and Better Npc plugin will refresh simultaneously.

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By default, Better Npc is inactive. When the event is refreshed, Better Npc can appear simultaneously. The above is what I want.

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For both FP monument NPCs and custom monument NPCs, 
changing the config file's
"Remove other NPCs? [true/false]": false
to true causes an error. 
The downloaded defaults also caused an error,
so I set them all to false, 
but what is the cause and solution? 
Setting it to false resolves the error.

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On 8/16/2024 at 7:23 AM, Komorebi said:

By default, Better Npc is inactive. When the event is refreshed, Better Npc can appear simultaneously. The above is what I want.

Just to answer this again, my last answer is the best answer assuming I am understanding correctly.

The issue being that when an event ends the BetterNpc NPCs all appear.

My recommendation is not to use the function in the event configurations to remove BetterNpc NPCs from the event area.

The one thing that this poses however is there will be those NPCs and the event NPCs both to deal with now, but it does avoid the NPCs appearing at the end of the event because they were never removed.

This was in our suggestions and roadmap previously though so I will look for that note and add a reference point to it for you as I think he was already considering if nothing else just a delay, so that they are not spawned immediately after the event since some players wait around for the event to end and to keep the Event Owner status if they have PveMode.

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2 hours ago, hid333 said:

For both FP monument NPCs and custom monument NPCs, 
changing the config file's
"Remove other NPCs? [true/false]": false
to true causes an error. 
The downloaded defaults also caused an error,
so I set them all to false, 
but what is the cause and solution? 
Setting it to false resolves the error.

Have not heard any issues or other reports of this being an issue. Can you share the error you were receiving?

You can jump into the Mad Mapper Discord and create a ticket if you'd like to troubleshoot that a bit to find out why it's causing any issues for you, as we aren't getting any other reports about it at all lately.

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Just bought this plugin and getting an error on load.

Failed to compile: Operator '==' cannot be applied to operands of type 'NetworkableId' and 'uint' | Line: 881, Pos: 140

I already have an up to date version of NPC Spawn on the server.

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5 hours ago, MetalHead said:

Just bought this plugin and getting an error on load.

Failed to compile: Operator '==' cannot be applied to operands of type 'NetworkableId' and 'uint' | Line: 881, Pos: 140

I already have an up to date version of NPC Spawn on the server.

What version of NpcSpawn and BetterNpc both are you using?

You can join the Mad Mapper Discord and create a ticket if you would like.

Otherwise please reload the plugin and copy and paste here more of the full response in console.

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2 hours ago, Jbird said:

What version of NpcSpawn and BetterNpc both are you using?

You can join the Mad Mapper Discord and create a ticket if you would like.

Otherwise please reload the plugin and copy and paste here more of the full response in console.

I'm using the latest versions of both plugins. NpcSpawn loads perfect but BetterNpc fails to load with the above error.

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I'm having a Issue where when I have Better NPC loaded on my server the normal scientists at oil rig and giant excavator become stupid and don't attack players

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On 9/9/2024 at 1:30 AM, MetalHead said:

I'm using the latest versions of both plugins. NpcSpawn loads perfect but BetterNpc fails to load with the above error.

Reload the plugin and share all of the console response when it is loading. I don't see that the error is coming from this plugin and I doubt it as long as you have BetterNpc updated. Those errors should have been cleared from all plugins months ago, and are not going to come up as long as both NpcSpawn and BetterNpc are current.

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2 hours ago, Sweet Tooth said:

I'm having a Issue where when I have Better NPC loaded on my server the normal scientists at oil rig and giant excavator become stupid and don't attack players

Reload the plugin and check console messages for a hint that there could be an issue somewhere. Sometimes the plugin will be able to partially load, but at a certain point any files after that will behave abnormally like you described due to something missing or with a configuration error of some sort. That is most commonly the reason this might happen but regardless loading messages will let us know if everything is at least loading correctly and we can continue from there.

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In PVE mod, what should I set so that the NPC that appears in this script doesn't just cause bleeding with its attack or die, or that it shoots me while I'm just standing still and doing nothing? Please help me. SimplePVE is also installed, but the NPC damage does not want to work normally... We also have the Zone, NPC Spawn...

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1 hour ago, zeusz4074 said:

In PVE mod, what should I set so that the NPC that appears in this script doesn't just cause bleeding with its attack or die, or that it shoots me while I'm just standing still and doing nothing? Please help me. SimplePVE is also installed, but the NPC damage does not want to work normally... We also have the Zone, NPC Spawn...

Just to confirm, are you saying that the NPCs are only doing bleeding damage, and not any other damage when attacking? PveMode would not keep them from damaging you, if you mean the plugin PveMode. This just locks looting of the NPCs to the person that does the most damage.

We would need to start with the configuration for the NPC group or groups where this is happening first, and go from there. If you are in the Mad Mapper Discord or want to join, you can create a ticket there and share more details so we can troubleshoot this. It is not a result of PveMode but may be another configuration setting between BetterNpc and SimplePVE.

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