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Jbird

Posted

7 hours ago, Hawkhill said:

Thx for reply.... ill give it a try to lower the sense range..... see if its getting better.

Sounds like a plan!

Hawkhill

Posted

Seems to be working.
Set sense range down to 5m and you have to be in front of it to be detected.
Also increased roaming range to 100m so it moves around more..... easier to get back and get your loot back.

Jbird

Posted

21 minutes ago, Hawkhill said:

Seems to be working.
Set sense range down to 5m and you have to be in front of it to be detected.
Also increased roaming range to 100m so it moves around more..... easier to get back and get your loot back.

You know what I normally would recommend that because there's more chance they could roam into people, but that's actually a good point letting them roam they'll move on instead of being right in the same spot if you need to get your stuff back.

Glad to hear it's workin out for ya though!

0g.Ghost.7373

Posted

So this uses CustomLoot's default table? We can't set one up just for it?

Jbird

Posted

On 9/21/2024 at 11:08 AM, 0g.Ghost.7373 said:

So this uses CustomLoot's default table? We can't set one up just for it?

I am not familiar with CustomLoot to be honest.

There is a custom loot table in the bosses configuration file that you can customize as you wish. Is this what you are asking? A custom loot table in each bosses file if desired.

0g.Ghost.7373

Posted

38 minutes ago, Jbird said:

I am not familiar with CustomLoot to be honest.

There is a custom loot table in the bosses configuration file that you can customize as you wish. Is this what you are asking? A custom loot table in each bosses file if desired.

In the Boss jsons there is this,

  "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)": 

I tried picking 3 and reloading BM but it added nothing to CL. Way easier to configure the loot than looking up item names and stuff.

Jbird

Posted

4 minutes ago, 0g.Ghost.7373 said:

In the Boss jsons there is this,

  "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)": 

I tried picking 3 and reloading BM but it added nothing to CL. Way easier to configure the loot than looking up item names and stuff.

Most likely you are saying use the heavy scientist loot table from CustomLoot. Unless CustomLoot has added a way to add custom Bosses or something else then I am not sure why you thought it would add anything specifically.. It just allows you to use that plugins loot tables, whatever it has. All NpcSpawn NPCs use the base prefab path that is in the configuration file.

0g.Ghost.7373

Posted

8 minutes ago, Jbird said:

Most likely you are saying use the heavy scientist loot table from CustomLoot. Unless CustomLoot has added a way to add custom Bosses or something else then I am not sure why you thought it would add anything specifically.. It just allows you to use that plugins loot tables, whatever it has. All NpcSpawn NPCs use the base prefab path that is in the configuration file.

CL will add a table for a plugin if called. When I seen BM allowed us to pick CL, I figured it did that. My mistake.

Jbird

Posted

10 minutes ago, 0g.Ghost.7373 said:

CL will add a table for a plugin if called. When I seen BM allowed us to pick CL, I figured it did that. My mistake.

I am not familiar enough with CustomLoot to know what it does or doesn't do to be fair. It might do exactly that. Would it have the same loot table for everything from that plugin? Essentially I just know that most loot table plugins are going to be pulling the heavy scientist loot table or whatever other NPC gets set in the configuration, as a base for all NPCs.

0g.Ghost.7373

Posted

4 hours ago, Jbird said:

I am not familiar enough with CustomLoot to know what it does or doesn't do to be fair. It might do exactly that. Would it have the same loot table for everything from that plugin? Essentially I just know that most loot table plugins are going to be pulling the heavy scientist loot table or whatever other NPC gets set in the configuration, as a base for all NPCs.

You enable a NPC type or crate type and it makes a config file for it. In that file is every item in rust. You pick if it should drop, the chance for it to drop, skins, etc. I will do some testing and see which one gets pulled for BM. 

Jbird

Posted

1 hour ago, 0g.Ghost.7373 said:

You enable a NPC type or crate type and it makes a config file for it. In that file is every item in rust. You pick if it should drop, the chance for it to drop, skins, etc. I will do some testing and see which one gets pulled for BM. 

Go to your NpcSpawn config file. That is what will be pulled, whatever you have set there. By default it is heavy scientist.

  • Like 1
0g.Ghost.7373

Posted

9 hours ago, Jbird said:

Go to your NpcSpawn config file. That is what will be pulled, whatever you have set there. By default it is heavy scientist.

Thank you Sir. Never thought to look in NpcSpawn. It is in fact the Heavy's.

Dead Nasty

Posted

Failed to call hook 'OnEntityTakeDamage' on plugin 'BossMonster v2.1.3' (NullReferenceException: Object reference not set to an instance of an object.)
  at Oxide.Plugins.BossMonster.OnEntityTakeDamage (ScientistNPC entity, HitInfo info) [0x00020] in <a4810b0ceb4d4112b05bc374fb79dd32>:0 
  at Oxide.Plugins.BossMonster.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00998] in <a4810b0ceb4d4112b05bc374fb79dd32>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <795304323ac74a298b8ed190a1dfa739>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0

 

Jbird

Posted

20 hours ago, Dead Nasty said:
Failed to call hook 'OnEntityTakeDamage' on plugin 'BossMonster v2.1.3' (NullReferenceException: Object reference not set to an instance of an object.)
  at Oxide.Plugins.BossMonster.OnEntityTakeDamage (ScientistNPC entity, HitInfo info) [0x00020] in <a4810b0ceb4d4112b05bc374fb79dd32>:0 
  at Oxide.Plugins.BossMonster.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00998] in <a4810b0ceb4d4112b05bc374fb79dd32>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <795304323ac74a298b8ed190a1dfa739>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0

At what point is this error occurring? Like what is being damaged for example. Likely could be one or more files that has an error, but could be something else being hit.

Does the plugin reload fully without any errors?

Dead Nasty

Posted (edited)

On 9/26/2024 at 12:46 PM, Jbird said:

At what point is this error occurring? Like what is being damaged for example. Likely could be one or more files that has an error, but could be something else being hit.

Does the plugin reload fully without any errors?

it reloads just fine am getting the error when a player is killing a boss. 

Failed to call hook 'OnEntityTakeDamage' on plugin 'BossMonster v2.1.3' (NullReferenceException: Object reference not set to an instance of an object.)
  at Oxide.Plugins.BossMonster.OnEntityTakeDamage (ScientistNPC entity, HitInfo info) [0x00020] in <dd534582f7b145438c1dbdd1bff4ad16>:0 
  at Oxide.Plugins.BossMonster.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00998] in <dd534582f7b145438c1dbdd1bff4ad16>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0

 

Edited by Dead Nasty
Jbird

Posted

18 hours ago, Dead Nasty said:

it reloads just fine am getting the error when a player is killing a boss. 

Failed to call hook 'OnEntityTakeDamage' on plugin 'BossMonster v2.1.3' (NullReferenceException: Object reference not set to an instance of an object.)
  at Oxide.Plugins.BossMonster.OnEntityTakeDamage (ScientistNPC entity, HitInfo info) [0x00020] in <dd534582f7b145438c1dbdd1bff4ad16>:0 
  at Oxide.Plugins.BossMonster.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00998] in <dd534582f7b145438c1dbdd1bff4ad16>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0

 

When they are damaging a boss or when they kill them? Does a normal body bag drop when they die or something else? Find out what exactly is being damaged at the time the error is occurring if you can. Otherwise You may try a fresh install to see if the error persists, if it does not then it was a config error with one or more bosses. NRE are usually a config issue or could be interaction with another plugin.

Dead Nasty

Posted

39 minutes ago, Jbird said:

When they are damaging a boss or when they kill them? Does a normal body bag drop when they die or something else? Find out what exactly is being damaged at the time the error is occurring if you can. Otherwise You may try a fresh install to see if the error persists, if it does not then it was a config error with one or more bosses. NRE are usually a config issue or could be interaction with another plugin.

I have had the same config since purchase and only recently got the messages, but i will try to test for further. 

Jbird

Posted

1 hour ago, Dead Nasty said:

I have had the same config since purchase and only recently got the messages, but i will try to test for further. 

Let me know if you notice anything at all that might help, any detail could help pinpoint this issue.

  • Like 1
MooDDang

Posted (edited)

Hello, thank you for the great plugin.

I find the current process of spawning NPCs in custom maps quite complicated due to the need for an ID. It would be much more convenient to have an option to simply spawn NPCs at a specified xyz position without needing an ID or extra steps.

Additionally, when I spawn NPCs in specific areas like underground or custom locations, plugins like BotReSpawn work fine, but NPCs from this plugin either get displaced or fail to spawn, even after adjusting the "Type of navigation grid" setting.

Requests:
1. Could you add an option to spawn NPCs at a set xyz position on custom maps without needing an ID?
2. Please improve the nav mesh handling or allow the Boss Monster NPCs to stay anchored in place when spawning in custom areas.


In summary, I’d like to request more flexible nav mesh handling so NPCs can spawn properly in any area,
and an option to spawn NPCs at a specific xyz position without needing an ID or complex processes.

Edited by MooDDang
Jbird

Posted

46 minutes ago, MooDDang said:

Hello, thank you for the great plugin.

I find the current process of spawning NPCs in custom maps quite complicated due to the need for an ID. It would be much more convenient to have an option to simply spawn NPCs at a specified xyz position without needing an ID or extra steps.

Additionally, when I spawn NPCs in specific areas like underground or custom locations, plugins like BotReSpawn work fine, but NPCs from this plugin either get displaced or fail to spawn, even after adjusting the "Type of navigation grid" setting.

Requests:
1. Could you add an option to spawn NPCs at a set xyz position on custom maps without needing an ID?
2. Please improve the nav mesh handling or allow the Boss Monster NPCs to stay anchored in place when spawning in custom areas.

In summary, I’d like to request more flexible nav mesh handling so NPCs can spawn properly in any area,
and an option to spawn NPCs at a specific xyz position without needing an ID or complex processes.

  1. This is already possible. By not assigning an ID this will work on any map. The custom ID process is helpful in instances because the work is done once and then can be used any time that map is used again. But by not assigning an ID it will run on every or any map otherwise.
  2. Willing to check over your settings, there are two different settings that can help keep NPCs where they are intended. Otherwise we would need more details to know where there is an issue occurring before we could make any changes. If you want you can jump in the Mad Mapper Discord to share more of the details like the map details, screenshots, configs and such. If you do that just tag me and KpucTaJl in the ticket.
IlIDestroyerIlI

Posted

Hello, 

I bought this one on lone btw. 
and now I'm doing the loot and i have the following. 

  "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)": 4,
  "Loot table from prefabs (if the loot table type is 4 or 5)": {
    "Minimum number of prefabs": 2,
    "Maximum number of prefabs": 2,
    "Use minimum and maximum values? [true/false]": true,
    "List of prefabs": [
      {
        "Chance probability [0.0-100.0]": 100.0,
        "The path to the prefab": "assets/prefabs/npc/m2bradley/bradley_crate.prefab"
      },
      {
        "Chance probability [0.0-100.0]": 100.0,
        "The path to the prefab": "assets/prefabs/npc/patrol helicopter/heli_crate.prefab"
      }
    ]

But his only spawns in a couple of items from one of the crates. 
Shouldn't this be spawning the loot from 2 crates ? they both have the probability of 100% and i have the minimum and maximum set to 2. 
 

Jbird

Posted

4 hours ago, IlIDestroyerIlI said:

Hello, 

I bought this one on lone btw. 
and now I'm doing the loot and i have the following. 

  "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)": 4,
  "Loot table from prefabs (if the loot table type is 4 or 5)": {
    "Minimum number of prefabs": 2,
    "Maximum number of prefabs": 2,
    "Use minimum and maximum values? [true/false]": true,
    "List of prefabs": [
      {
        "Chance probability [0.0-100.0]": 100.0,
        "The path to the prefab": "assets/prefabs/npc/m2bradley/bradley_crate.prefab"
      },
      {
        "Chance probability [0.0-100.0]": 100.0,
        "The path to the prefab": "assets/prefabs/npc/patrol helicopter/heli_crate.prefab"
      }
    ]

But his only spawns in a couple of items from one of the crates. 
Shouldn't this be spawning the loot from 2 crates ? they both have the probability of 100% and i have the minimum and maximum set to 2.

Do you have a loot table plugin on your server? If so which do you use?

Do you mind sharing an example or two of what the loot would look like?

IlIDestroyerIlI

Posted

On 10/21/2024 at 3:57 AM, Jbird said:

Do you have a loot table plugin on your server? If so which do you use?

Do you mind sharing an example or two of what the loot would look like?

I'm using AlphaLoot, 
sow now the plugin only grabs 1 of the prefabs. 
So it will only grab 1 bradley_crate.prefab loot or 1 heli_crate.prefab

not 2 at the same time as its configured. 

Jbird

Posted

6 hours ago, IlIDestroyerIlI said:

I'm using AlphaLoot, 
sow now the plugin only grabs 1 of the prefabs. 
So it will only grab 1 bradley_crate.prefab loot or 1 heli_crate.prefab

not 2 at the same time as its configured. 

Can you jump in the Mad Mapper Discord and create a ticket? Can dig more into it compare some things including your results and what loot table(s) it should or actually is grabbing from.

Dead Nasty

Posted

Any way to block damage to monsters from mounts? Have some ppl that like to cheese bosses with attack helis 😅

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