Jump to content

24 Screenshots

  • 253.4k
  • 4k
  • 92.41 kB

Recommended Comments



1 hour ago, Kobani said:

When a player stands near the spawn point on custom maps, the npc spawns under the map. Is there a solution for this?

I am not aware of that even being a thing. Would you be willing to jump in the Mad Mapper Discord to go back and forth to test what might be causing that? It does not sound normal at all to be honest we can make sure and try to test on our end as soon as one of us is available to.

Link to comment
Share on other sites
8 minutes ago, Jbird said:

I am not aware of that even being a thing. Would you be willing to jump in the Mad Mapper Discord to go back and forth to test what might be causing that? It does not sound normal at all to be honest we can make sure and try to test on our end as soon as one of us is available to.

With the player, that was a coincidence. so that is irrelevant, but the boss does not always spawn at the specified position. sometimes yes and then again under the map in a different place.

That would be so right or?

{
  "ID": "156.303",
  "List of bosses": [
	{
      "Boss Name": "Jason",
      "List of positions": [
        "(-39.51, 6.95, -157.28)",
        "(-121.89, 1.49, -123.87)"
      ]
    }
  ]
}

 

Link to comment
Share on other sites
8 hours ago, Kobani said:

With the player, that was a coincidence. so that is irrelevant, but the boss does not always spawn at the specified position. sometimes yes and then again under the map in a different place.

That would be so right or?

Depends where you have them spawning and what options you have for the locations they can spawn into. There are ways things would not work if the configuration is set up in a way that works against what you are trying to do.

I see that you have an ID, did you set that up yourself?

Link to comment
Share on other sites
1 hour ago, Jbird said:

Depends where you have them spawning and what options you have for the locations they can spawn into. There are ways things would not work if the configuration is set up in a way that works against what you are trying to do.

I see that you have an ID, did you set that up yourself?

Thanks for the answer. The settings for the boss are default. I added the location via chat. The spawn location is in a forest near the ferry terminal. This is also in the boss configuration. I then transfer the coordinates to the custommap file for example.
 Yes the Id I have set up myself, that also works with DefendableBases.
Actually I did everything as described.
Sometimes it works and then it happens that he always spawns in the same place, about in the middle, under the map directly above the water. I just can't figure out why.
I will try it later without all the other plugins. Let's see what happens. 

 

Link to comment
Share on other sites

@Jbird
Everything is fine, it's running now. I don't know what exactly caused it, but after I threw everything down and reinstalled it, it works. Anyway, thanks for the kind help

Edited by Kobani
Link to comment
Share on other sites
8 hours ago, Kobani said:

Thanks for the answer. The settings for the boss are default. I added the location via chat. The spawn location is in a forest near the ferry terminal. This is also in the boss configuration. I then transfer the coordinates to the custommap file for example.
 Yes the Id I have set up myself, that also works with DefendableBases.
Actually I did everything as described.
Sometimes it works and then it happens that he always spawns in the same place, about in the middle, under the map directly above the water. I just can't figure out why.
I will try it later without all the other plugins. Let's see what happens.

When you say center if you mean 0,0,0 then something is definitely off, that would mean they aren't just being sent to the ground or above and below, they are being sent to another area. It would mean it doesn't understand where it is supposed to spawn. Usually it's from BetterNpc when people put more numbers than their are spawn points and they end up here. So that part was odd.

 

3 hours ago, Kobani said:

@Jbird
Everything is fine, it's running now. I don't know what exactly caused it, but after I threw everything down and reinstalled it, it works. Anyway, thanks for the kind help

Thank you for letting me know that you got it sorted. Sorry I wasn't more definite help but glad it is resolved regardless!

  • Like 1
Link to comment
Share on other sites
29 minutes ago, Thunderchile said:

Can the maximum amount of bosses be raised? Like is 12 the max or possible to add more?

You can add as many as you like. Of course at a certain point performance comes into question but you can make new files and change them in any way you like, or simply customize the ones you already have as well.

  • Love 1
Link to comment
Share on other sites
5 hours ago, MrWoz said:

I have got this error when i downloaded the plugin today, i don't know what i did wrong, someone please help.

557af05c470eac89196e39df2297dfd2.png

There are folders and files within the data folder in the download. The error shows the path where it is looking for the Bosses files and does not see them.

Make sure you move all of these over into your servers data file and reload the plugin.

Link to comment
Share on other sites

I have a question about this plugin, is it possible to set one of the bosses to be an animal like a bear or wolf etc. Secondly is it at all possible to increase the size of a boss entity to make them stand out more?

  • Love 1
Link to comment
Share on other sites
59 minutes ago, OldRusty said:

I have a question about this plugin, is it possible to set one of the bosses to be an animal like a bear or wolf etc. Secondly is it at all possible to increase the size of a boss entity to make them stand out more?

There are options for the boss to spawn animals like bears and wolves but cannot set the boss as one. More details to come on this though as there have been suggestions that may be already getting implemented in the near future!

As to changing the size of the boss though no this is not possible at the moment. Thank you for the suggestions!

  • Love 1
Link to comment
Share on other sites

Is it possible to make Bosses equipment unbreakable? Cause when you shoot a lot of times in chest or head , item brakes and damage is much higher.

Link to comment
Share on other sites

Failed to call hook 'OnServerInitialized' on plugin 'BossMonster v2.1.2' (NullReferenceException: Object reference not set to an instance of an object)

at Oxide.Plugins.BossMonster.CheckLootTable (Oxide.Plugins.BossMonster+LootTableConfig lootTable) [0x00000] in <ca024f8bbfe1470aabbe9e8a0dfe842a>:0

at Oxide.Plugins.BossMonster.LoadConfigs () [0x0007f] in <ca024f8bbfe1470aabbe9e8a0dfe842a>:0

at Oxide.Plugins.BossMonster.OnServerInitialized () [0x00035] in <ca024f8bbfe1470aabbe9e8a0dfe842a>:0

at Oxide.Plugins.BossMonster.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x006fa] in <ca024f8bbfe1470aabbe9e8a0dfe842a>:0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <87ce9ac9776a48658bc55eae6debe38b>:0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <18d4f19bbc844191b11ed9e69284d09b>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <18d4f19bbc844191b11ed9e69284d09b>:0

Link to comment
Share on other sites
On 12/29/2023 at 7:51 AM, Boss79 said:

Is it possible to make Bosses equipment unbreakable? Cause when you shoot a lot of times in chest or head , item brakes and damage is much higher.

I've added a note for our review later regarding this.

 

16 hours ago, Lc7king said:

Failed to call hook 'OnServerInitialized' on plugin 'BossMonster v2.1.2' (NullReferenceException: Object reference not set to an instance of an object)

at Oxide.Plugins.BossMonster.CheckLootTable (Oxide.Plugins.BossMonster+LootTableConfig lootTable) [0x00000] in <ca024f8bbfe1470aabbe9e8a0dfe842a>:0

at Oxide.Plugins.BossMonster.LoadConfigs () [0x0007f] in <ca024f8bbfe1470aabbe9e8a0dfe842a>:0

at Oxide.Plugins.BossMonster.OnServerInitialized () [0x00035] in <ca024f8bbfe1470aabbe9e8a0dfe842a>:0

at Oxide.Plugins.BossMonster.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x006fa] in <ca024f8bbfe1470aabbe9e8a0dfe842a>:0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <87ce9ac9776a48658bc55eae6debe38b>:0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <18d4f19bbc844191b11ed9e69284d09b>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <18d4f19bbc844191b11ed9e69284d09b>:0

Can you give more context? This looks like it could be a config error. If you are in the Mad Mapper Discord you can create a ticket or you can open a new support request on the files Support tab. We will need to look into this more than just the error to find out what's happening.

Context will help a lot when are you seeing this error what is happening when it occurs?

Link to comment
Share on other sites

I have the PveMode plugin, but after the boss is killed, the loot cannot be locked to the player who killed it.

All players can pick it up. How should I set it to lock the loot?🤨

Link to comment
Share on other sites
22 minutes ago, EllieCat said:

I have the PveMode plugin, but after the boss is killed, the loot cannot be locked to the player who killed it.

All players can pick it up. How should I set it to lock the loot?🤨

There are no loot related settings in the Boss Monster configuration, such as the ownership of player loot after Boss killing!

Can PVE Mode Setting be like HarborEvent?🤨

Edited by EllieCat
Link to comment
Share on other sites
3 hours ago, EllieCat said:

I have the PveMode plugin, but after the boss is killed, the loot cannot be locked to the player who killed it.

All players can pick it up. How should I set it to lock the loot?🤨

Are you using the method where the NPC drops a crate when it dies? This is actually already in our notes already as it was noticed that when using the option to have the Boss drop a loot crate it was not carrying the lockout as the corpse/backpack are.

 

3 hours ago, EllieCat said:

There are no loot related settings in the Boss Monster configuration, such as the ownership of player loot after Boss killing!

Can PVE Mode Setting be like HarborEvent?🤨

The bosses corpse or backpack that is dropped are locked if you have PveMode and BossMonster. There is a basic setting for locking the loot to a team in the PveMode config.

I don't understand how it would be made like HarborEvent though or any of the events for that matter. There are several settings that would not even be applicable we are talking about just a single NPC in each case.


PveMode when it comes to Bosses or NPCs are simply a matter of what team or person did the most damage to the Boss.

Link to comment
Share on other sites

Do I use the spawn command to add them, i see the spawn at monument setting in the monster files but not sure what to do there hahaha

List of monument locations": [] this to be exact 

appreciate the help. I'm sure it may be in here somewhere but thats a lot of pages 🙂 

Edited by Dead Nasty
Link to comment
Share on other sites
3 minutes ago, Dead Nasty said:

Do I use the spawn command to add them, i see the spawn at monument setting in the monster files but not sure what to do there hahaha

List of monument locations": [] this to be exact 

appreciate the help. I'm sure it may be in here somewhere but thats a lot of pages 🙂 

If placing in or very close to a Facepunch monument, use the command in game to add their spawn point while standing in or very close to the monument. This will populate the config file for that boss automatically.

If placing in a custom monument, or any custom place on the map not in or near a Facepunch monument, use a Custom Map file, and you can use it without an ID to use it on any map including a current map, the RAND switch will not be needed as that needs set up before launching the map. If the map has an ID already set then this would be good to use as it will only launch and work on that map. Just keep in mind that using no ID will work on every map so it would need changed when you change maps or they would end up in odd spaces.

A mix of the two options is fine, set some up on monuments and others in custom places. Using default Facepunch monuments is usually preferred since this would never need changed between maps, but the options are there to customize further as obviously custom locations can be ideal as well.

  • Like 1
Link to comment
Share on other sites
2 minutes ago, Jbird said:

If placing in or very close to a Facepunch monument, use the command in game to add their spawn point while standing in or very close to the monument. This will populate the config file for that boss automatically.

If placing in a custom monument, or any custom place on the map not in or near a Facepunch monument, use a Custom Map file, and you can use it without an ID to use it on any map including a current map, the RAND switch will not be needed as that needs set up before launching the map. If the map has an ID already set then this would be good to use as it will only launch and work on that map. Just keep in mind that using no ID will work on every map so it would need changed when you change maps or they would end up in odd spaces.

A mix of the two options is fine, set some up on monuments and others in custom places. Using default Facepunch monuments is usually preferred since this would never need changed between maps, but the options are there to customize further as obviously custom locations can be ideal as well.

Thank you

Link to comment
Share on other sites
11 hours ago, Jbird said:

Are you using the method where the NPC drops a crate when it dies? This is actually already in our notes already as it was noticed that when using the option to have the Boss drop a loot crate it was not carrying the lockout as the corpse/backpack are.

 

The bosses corpse or backpack that is dropped are locked if you have PveMode and BossMonster. There is a basic setting for locking the loot to a team in the PveMode config.

I don't understand how it would be made like HarborEvent though or any of the events for that matter. There are several settings that would not even be applicable we are talking about just a single NPC in each case.


PveMode when it comes to Bosses or NPCs are simply a matter of what team or person did the most damage to the Boss.

I used a backpack drop, but it was not locked to the player with the highest damage. All players can pick it up.

I need further PveMod protection.

 

Link to comment
Share on other sites
Quote

  "PVE Mode Setting (only for users PveMode plugin)": {
    "Use the PVE mode of the plugin? [true/false]": true,
    "The amount of damage that the player has to do to become the Event Owner": 500.0,
    "Damage coefficients for calculate to become the Event Owner": [
      {
        "Type of target": "NPC",
        "Damage Multiplier": 1.0
      }
    ],
    "Can the non-owner of the event loot the crates? [true/false]": false,
    "Can the non-owner of the event hack locked crates? [true/false]": false,
    "Can the non-owner of the event loot NPC corpses? [true/false]": false,
    "Can the non-owner of the event deal damage to the NPC? [true/false]": false,
    "Can an Npc attack a non-owner of the event? [true/false]": false,
    "The time until the end of Event Owner status when it is necessary to warn the player [sec.]": 300

For example, adding such settings

 

1 minute ago, EllieCat said:

I used a backpack drop, but it was not locked to the player with the highest damage. All players can pick it up.

I need further PveMod protection.

 

 

Link to comment
Share on other sites
2 hours ago, EllieCat said:

I used a backpack drop, but it was not locked to the player with the highest damage. All players can pick it up.

I need further PveMod protection.

Have you tried turning this option to true in config/BossMonster.json?

  "Use the PVE mode of the plugin? (only for users PveMode plugin)": false,

If not then that might be why.

 

2 hours ago, EllieCat said:

For example, adding such settings

  "PVE Mode Setting (only for users PveMode plugin)": {
    "Use the PVE mode of the plugin? [true/false]": true,
    "The amount of damage that the player has to do to become the Event Owner": 500.0,
    "Damage coefficients for calculate to become the Event Owner": [
      {
        "Type of target": "NPC",
        "Damage Multiplier": 1.0
      }
    ],
    "Can the non-owner of the event loot the crates? [true/false]": false,
    "Can the non-owner of the event hack locked crates? [true/false]": false,
    "Can the non-owner of the event loot NPC corpses? [true/false]": false,
    "Can the non-owner of the event deal damage to the NPC? [true/false]": false,
    "Can an Npc attack a non-owner of the event? [true/false]": false,
    "The time until the end of Event Owner status when it is necessary to warn the player [sec.]": 300

I can add it to the suggestions but PveMode was built mostly for events. NPCs and BossMonsters were added later by request but this seems a bit complex for just one NPC even as a boss to be fair. I can still add it if you will like and KpucTaJl will make the final decision.

Currently it is locked to the player or team that does the most damage overall. It is asking a lot of the plugin (performance) the more that things are constantly being asked to be calculated and manipulated or controlled. So this is the only reason I think that sometimes simpler (and what already exists) can be better.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Like 13
  • Love 7

User Feedback

1.3m

Downloads

Total number of downloads.

6.5k

Customers

Total customers served.

95.8k

Files Sold

Total number of files sold.

1.9m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.