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nashslash

Posted

23 hours ago, Robis said:

Hello, possible to add function to: Spawn all npcs after 300 seconds, when server rebooted ?

look on umod for "timed executables"... after a server restart you can set it to o.reload whatever plugin you want in what ever sequence you want

Jbird

Posted

50 minutes ago, Robis said:

thats not working... The reason why i ask it.... when server reboot, npc raidable bases spawning a base with auto turrets.... and i using better npc plugin to protect it, couse they just better...  so whats happening when better npc and raidable base spawn together.... turrest killing betternpc spawned npc... if raidable bases load first, then better npc later then no issues... so thisis only one reason why i wish to have setting in better npc for delay npc spwan after better npc reloading. for example:

Delay npc spawn plugin load/reload?: "true"

Delay time in seconds: "300"

Will discuss the idea with the developer. I get your explanation now but I think there are still easier ways to do this.

Example, you use this plugin to reload any plugins in the order you want them to load. Give a short timer in between and load them in the order that works for this situation.

It's free so it seems worth trying to me.

Robis

Posted

2 hours ago, nashslash said:

look on umod for "timed executables"... after a server restart you can set it to o.reload whatever plugin you want in what ever sequence you want

the problem, server rebooting!!! it will reload all plugins by it self.... no point of timed executions... it working only on already loaded plugins....  In my case  i need a npc spawn npcs delay timer...  Now i have to do manually everything to get point.... before server reboot i removing npc plugin to dont get it loaded at all !!!!!!!    rebooting server, wait until raidable base spawn, then i loading better npc plugin.... 

nashslash

Posted

5 hours ago, Robis said:

the problem, server rebooting!!! it will reload all plugins by it self.... no point of timed executions... it working only on already loaded plugins....  In my case  i need a npc spawn npcs delay timer...  Now i have to do manually everything to get point.... before server reboot i removing npc plugin to dont get it loaded at all !!!!!!!    rebooting server, wait until raidable base spawn, then i loading better npc plugin.... 

thats exactly what you can do with "timed executables".. after server restart you can unlond the plugins you wish then load plugins when you want and in what order you want. ive read what you said you need it to do and this plugin does that. if youve tried it and it no good then fair enough .. but give it a try.

  • Like 1
LizardMods

Posted

I was updating Zombie horde and a user by the name of USPatriot posted stating that BetterNpc could not kill by the Zombie horde. He also stated that the dev told him to go and talk to k1lly0u to fix zombie horde. will k1lly0u told him that it was NpcSpawn.cs at fault. this is concerning to me because I have several plugins that use NpcSpawn.cs. so I tested it and this is what I came up with.

https://www.youtube.com/watch?v=zOC9vCNgiE4

Jbird

Posted

2 minutes ago, LizardMods said:

I was updating Zombie horde and a user by the name of USPatriot posted stating that BetterNpc could not kill by the Zombie horde. He also stated that the dev told him to go and talk to k1lly0u to fix zombie horde. will k1lly0u told him that it was NpcSpawn.cs at fault. this is concerning to me because I have several plugins that use NpcSpawn.cs. so I tested it and this is what I came up with.

https://www.youtube.com/watch?v=zOC9vCNgiE4

Do you have all of the specific quotes? This feels really instigating and unnecessary. First of all the developer likely did not say that, if anyone it was probably me since I do nearly all support for the English speaking community that uses KpucTaJl's plugins. I am not the developer. And depending on the context there are some things that another developer should address to be honest. I know there have been times I have suggested this and I am not flawless, but I usually have a decent idea of what I'm talking about when I speak. So perhaps if all of the names above are going to be dropped why don't any of those people have a conversation with each other instead of you making a public claim about it yourself?

The developer and I are actively walking a customer through changing this in the Mad Mapper Discord ticket system. We are aware that NpcSpawn is the reason that it acts the way it does in this context. NpcSpawn has been specifically written to ignore other NPC and only be on the lookout for players. I will not go to look at the name of that person or call them out publicly because that's fucking ridiculous in this context to be honest, but it was literally just within 24-48 hours tops that we were working through this and the developer was able to quickly have them attack back. Progress has already been made and I think the final step was just going to be to allow damage in one particular direction. So to make a callout video was a really unnecessary waste of time when you could instead just ask about it and we could offer a resolution.

KpucTaJl has no intention to add this functionality for all NPCs because the most of us in the community do not need NPCs to attack each other and use additional server resources, the players should be the ones killing the NPCs for most of us but as customers and as people in the community, one has but to ask for help and I've rarely known the Mad Mapper team say they won't or can't do something. Perhaps it is for immersion or perhaps it's just a reason to stir shit up. But either way, I will share in this conversation, the final collection of steps (so far only 2) that will allow this to happen as desired.

Thank you for the information and I'm sorry you feel the need to present it the way you do, but regardless of what anyone else is saying, this can easily be quoted, there is a button below this message. Please use it if you're going to quote me and do so accurately, as well as other people in the community.

If you have any other questions about BetterNpc this would be a great place for those though.

Jbird

Posted

For anyone looking to allow NPCs to attack each other, including plugins that don't really get support otherwise.

WARNING: This will use up more of your servers performance

Depending on the amount of NPCs you are running between plugins this can cause a noticeable difference, keep that in mind.

I am including the direction to change it for yourself as well as a copy of the current file so that it can be used currently. Keep in mind when the plugin updates you will want to take note of these changes and make the changes again. There are 3 changes to be made in the NpcSpawn cs file.


Step 1 Change this

if (!target.IsPlayer() || target.Health() <= 0f) return false;

To this

if (target == null || target.Health() <= 0f) return false;

 

Step 2 Remove these lines

if (IsCustomScientist(attacker))
{
    if ((entity as BasePlayer).IsPlayer() || entity.OwnerID.IsSteamId() || entity.skinID == 15446541672) return null;
    else return true;
}

 

Step 3 Change this

BasePlayer attackerBP = attacker as BasePlayer;
if (attackerBP.IsPlayer())
{
    if (victimNpc.CurrentTarget == null && victimNpc.CanTargetBasePlayer(attackerBP)) victimNpc.CurrentTarget = attackerBP;
    return null;
}

To this

BasePlayer attackerBP = attacker as BasePlayer;
if (attackerBP != null)
{
    if (victimNpc.CurrentTarget == null && victimNpc.CanTargetBasePlayer(attackerBP)) victimNpc.CurrentTarget = attackerBP;
    return null;
}

 

NpcSpawn.cs

Remember that this is the current version of the plugin and once updated will be come outdated and will need the changes above made again. If someone comes here in the future just come to the Mad Mapper Discord though it's easiest to just sort it out there and make any changes at that time. We have a channel for patches just for instances like this.

Jbird

Posted

UPDATE

NpcSpawn has been updated in anticipation of an upcoming plugin, as well as to allow this option moving forward a bit more easily. The previous message can be ignored, simply update NpcSpawn and change the new option added to the config file to allow targeting custom NPC.

Have fun with it! And keep your eyes out for a new plugin coming soon!

LizardMods

Posted (edited)

On 11/19/2022 at 8:44 PM, Jbird said:

For anyone looking to allow NPCs to attack each other, including plugins that don't really get support otherwise.

WARNING: This will use up more of your servers performance

Depending on the amount of NPCs you are running between plugins this can cause a noticeable difference, keep that in mind.

I am including the direction to change it for yourself as well as a copy of the current file so that it can be used currently. Keep in mind when the plugin updates you will want to take note of these changes and make the changes again. There are 3 changes to be made in the NpcSpawn cs file.


Step 1 Change this

if (!target.IsPlayer() || target.Health() <= 0f) return false;

To this

if (target == null || target.Health() <= 0f) return false;

 

Step 2 Remove these lines

if (IsCustomScientist(attacker))
{
    if ((entity as BasePlayer).IsPlayer() || entity.OwnerID.IsSteamId() || entity.skinID == 15446541672) return null;
    else return true;
}

 

Step 3 Change this

BasePlayer attackerBP = attacker as BasePlayer;
if (attackerBP.IsPlayer())
{
    if (victimNpc.CurrentTarget == null && victimNpc.CanTargetBasePlayer(attackerBP)) victimNpc.CurrentTarget = attackerBP;
    return null;
}

To this

BasePlayer attackerBP = attacker as BasePlayer;
if (attackerBP != null)
{
    if (victimNpc.CurrentTarget == null && victimNpc.CanTargetBasePlayer(attackerBP)) victimNpc.CurrentTarget = attackerBP;
    return null;
}

 

NpcSpawn.cs 95.91 kB · 5 downloads

Remember that this is the current version of the plugin and once updated will be come outdated and will need the changes above made again. If someone comes here in the future just come to the Mad Mapper Discord though it's easiest to just sort it out there and make any changes at that time. We have a channel for patches just for instances like this.

 

On 11/21/2022 at 1:20 AM, Jbird said:

UPDATE

NpcSpawn has been updated in anticipation of an upcoming plugin, as well as to allow this option moving forward a bit more easily. The previous message can be ignored, simply update NpcSpawn and change the new option added to the config file to allow targeting custom NPC.

Have fun with it! And keep your eyes out for a new plugin coming soon!

so no fix for NpcSpawn NPC? I only need them to do two things take damage when they get hit by other NPC's and to defend themselves if they are attacked by other NPC's. This kind of behavior must be intentionally set by other plugins as well because most plugins use the scientist class in the vanilla behavior they do not attack each other. I don't know of any other NPC plugin out there that doesn't have this option by default. At least not any paid ones. 

Edited by LizardMods
Jbird

Posted (edited)

On 11/29/2022 at 12:44 PM, LizardMods said:

so no fix for NpcSpawn NPC? I only need them to do two things take damage when they get hit by other NPC's and to defend themselves if they are attacked by other NPC's. This kind of behavior must be intentionally set by other plugins as well because most plugins use the scientist class in the vanilla behavior they do not attack each other. I don't know of any other NPC plugin out there that doesn't have this option by default. At least not any paid ones. 

You quoted me answering the question you're asking but it's okay I can answer it again.

NpcSpawn has a configuration option and all you have to do is enter true into the config option in the CS file. It's in the 2nd quote, which included directions to ignore the 1st quote because the option had been added to the base plugin and it's config. It's also in the update notes.

We have had the plugins configured this way for a very long time without any issue or complaints. I don't know of many servers out there that need NPCs to fight each other because there are players on them to fight the NPCs instead. But the option has been added so please update NpcSpawn and use the config for it to add any NPC types you have that need added.

Edited by Jbird
LizardMods

Posted

2 hours ago, Jbird said:

You quoted me answering the question you're asking but it's okay I can answer it again.

NpcSpawn has a configuration option and all you have to do is enter the custom NPC type into the config. It's in the 2nd quote, which included directions to ignore the 1st quote because the option had been added to the base plugin and it's config. It's also in the update notes.

We have had the plugins configured this way for a very long time without any issue or complaints. I don't know of many servers out there that need NPCs to fight each other because there are players on them to fight the NPCs instead. But the option has been added so please update NpcSpawn and use the config for it to add any NPC types you have that need added.

NpcSpawn 2.4.5 dose not have a config so what config?

Jbird

Posted

On 11/30/2022 at 12:32 AM, LizardMods said:

NpcSpawn 2.4.5 dose not have a config so what config?

        internal bool CanTargetOtherNpc = false;

Set to true.

PAKBDP

Posted (edited)

Great plug in, makes my life so much easier and great features to edit npc.

Edited by PAKBDP
Robis

Posted

Failed to call hook 'OnHelicopterDropCrate' on plugin 'BetterNpc v1.1.8' (KeyNotFoundException: The given key was not present in the dictionary.)
  at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <fb001e01371b4adca20013e0ac763896>:0 
  at Oxide.Plugins.BetterNpc.OnHelicopterDropCrate (CH47HelicopterAIController ai) [0x00000] in <562c3b2d0dc94cc9bbae9106437b56f8>:0 
  at Oxide.Plugins.BetterNpc.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x007b9] in <562c3b2d0dc94cc9bbae9106437b56f8>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <bae5f1223fce49c493b01571c99dce02>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <bae5f1223fce49c493b01571c99dce02>:0 

Jbird

Posted

4 minutes ago, Robis said:

Failed to call hook 'OnHelicopterDropCrate' on plugin 'BetterNpc v1.1.8' (KeyNotFoundException: The given key was not present in the dictionary.)
  at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <fb001e01371b4adca20013e0ac763896>:0 
  at Oxide.Plugins.BetterNpc.OnHelicopterDropCrate (CH47HelicopterAIController ai) [0x00000] in <562c3b2d0dc94cc9bbae9106437b56f8>:0 
  at Oxide.Plugins.BetterNpc.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x007b9] in <562c3b2d0dc94cc9bbae9106437b56f8>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <bae5f1223fce49c493b01571c99dce02>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <bae5f1223fce49c493b01571c99dce02>:0 

Is this happening multiple times?

Noticing any other issues or just the console error?

Might be a bad interaction with another Hackable Crate related plugin, possibly, since this is in relation to the Chinook mini event (hackable crate drop).

If it's causing any issues, short term you can disable the Event in the data folder config file.

Robis

Posted (edited)

4 hours ago, Jbird said:

Is this happening multiple times?

Noticing any other issues or just the console error?

Might be a bad interaction with another Hackable Crate related plugin, possibly, since this is in relation to the Chinook mini event (hackable crate drop).

If it's causing any issues, short term you can disable the Event in the data folder config file.

events all disabled!!! i dont use any other plugins! only one 

Is this happening multiple times? Yes!

Noticing any other issues or just the console error? Noticed only console error for now!

Before x-mas even never got this error!

 

Edited by Robis
Jbird

Posted

4 hours ago, Robis said:

events all disabled!!! i dont use any other plugins! only one 

Is this happening multiple times? Yes!

Noticing any other issues or just the console error? Noticed only console error for now!

Before x-mas even never got this error!

I'm not sure the need for all of the exclamation marks haha.

If this didn't happened before the Christmas update then the update possibly did something (stating the obvious sorry).

You can confirm your event is definitely disabled? What's odd is that the Chinook event shouldn't have en error if you're not running it, and I'm not sure what changed with the update that would have affected it either?

Will look into it a bit and see if anyone else is getting it or how much of a problem it is.

If you have any other issues at the time let me know. If it's just the console error and you aren't running that event then I wouldn't be too concerned yet. The developer is traveling but I'm around and will make sure he knows about it so he can look into it and share his ideas as well for what might be the cause if it persists.

Robis

Posted

8 minutes ago, Jbird said:

I'm not sure the need for all of the exclamation marks haha.

If this didn't happened before the Christmas update then the update possibly did something (stating the obvious sorry).

You can confirm your event is definitely disabled? What's odd is that the Chinook event shouldn't have en error if you're not running it, and I'm not sure what changed with the update that would have affected it either?

Will look into it a bit and see if anyone else is getting it or how much of a problem it is.

If you have any other issues at the time let me know. If it's just the console error and you aren't running that event then I wouldn't be too concerned yet. The developer is traveling but I'm around and will make sure he knows about it so he can look into it and share his ideas as well for what might be the cause if it persists.

Yes im sure all events in folder events set to false. i dont know what that error does yet... just reported...

Jbird

Posted

3 minutes ago, Robis said:

Yes im sure all events in folder events set to false. i dont know what that error does yet... just reported...

Thanks for confirming.

I am only asking for additional information or follow up questions to find out what is causing the error and if it is affecting you.

For peace of mind if you reload the plugin, and it fully loads through all files ending with the Biome files, then you should not have much at all to worry about if anything.

Can you confirm your oxide and server files are up to date? There have been a few patches that have come out most of them are optional. Maybe something in oxide has been fixed. If you can confirm all of that then obviously the holiday updates have messed with something and we will get to the bottom of it.

Kpl35mmNL

Posted

Is it possible to edit the cargo ship with npc's?

Kpl35mmNL

Posted

Is it possible to edit the cargo ship with npc's?

Kpl35mmNL

Posted

Is it possible to edit the cargo ship with npc's?

Kpl35mmNL

Posted

Is it possible to edit the cargo ship with npc's?

Jbird

Posted

On 12/28/2022 at 12:49 PM, Kpl35mmNL said:

Is it possible to edit the cargo ship with npc's?

Not currently, but I think this code might be cracked in the near future!

On 12/28/2022 at 12:50 PM, Kpl35mmNL said:

Is it possible to edit the cargo ship with npc's?

See answer above. 😉

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