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henderson113

Posted

Is there a way the command below could be run upon killing a boss? for example, i have the ItemPerks plugin installed, configured it to only work on weapons. upon killing a boss i'd like the player to receieve an ItemPerks weapon chosen at random., see the command below.

Could this be possible?

Love the plugin btw!image.png.c3f37e6e8de58e0bb3c38745c3c3bab7.png

Jbird

Posted

16 hours ago, henderson113 said:

Is there a way the command below could be run upon killing a boss? for example, i have the ItemPerks plugin installed, configured it to only work on weapons. upon killing a boss i'd like the player to receieve an ItemPerks weapon chosen at random., see the command below.

Could this be possible?

Love the plugin btw!

So there would be a couple ideas for this. One that might be easiest would be simply to add those items to the loot if you are able to add an item with a specific skin, if there is a way to give items with a skin to have them work this way. Or is it only done by command?

If it is only done by command you might consider asking the developer if they would be willing to use the API from the plugin to add this as an option to their plugin, so that when a boss dies a weapon can be applied. Because currently there is no way to apply a command when a boss is killed.

Hope this helps!

  • Like 1
hid333

Posted

The default melee-only BOSS will continue to target the sleeping player, but no attack damage will be inflicted, and other players can easily defeat them by attacking during that time.
This is despite how NpcSpawn is configured.
   "Can NpcSpawn NPCs attack sleeping players? [true/false]": true,

Jbird

Posted

9 hours ago, hid333 said:

The default melee-only BOSS will continue to target the sleeping player, but no attack damage will be inflicted, and other players can easily defeat them by attacking during that time.
This is despite how NpcSpawn is configured.
   "Can NpcSpawn NPCs attack sleeping players? [true/false]": true,

You are showing me that it is configured to true. Do you have any other plugins that either block damage, or protect sleeping players perhaps?

Which melee weapon are you using as well, just so I can confirm and we can test on our end.

hid333

Posted

2 hours ago, Jbird said:

You are showing me that it is configured to true. Do you have any other plugins that either block damage, or protect sleeping players perhaps?

Which melee weapon are you using as well, just so I can confirm and we can test on our end.

There is no damage block plugin. There is a plugin called simplePvE that seems to be related to Sleeping Guard, but it is currently disabled.

 

Jbird

Posted

2 minutes ago, hid333 said:

There is no damage block plugin. There is a plugin called simplePvE that seems to be related to Sleeping Guard, but it is currently disabled.

Can you test this with that plugin unloaded and see if it changes this? You can load the plugin again once you've tested it.

  • Like 1
hid333

Posted

16 minutes ago, Jbird said:

Can you test this with that plugin unloaded and see if it changes this? You can load the plugin again once you've tested it.

I disabled simplePvE, but only melee weapons are disabled. Damage from other animals and Molotov cocktails is properly included.

Jbird

Posted

1 hour ago, hid333 said:

I disabled simplePvE, but only melee weapons are disabled. Damage from other animals and Molotov cocktails is properly included.

So they were able to attack with it unloaded or still do no damage?

hid333

Posted

5 minutes ago, Jbird said:

So they were able to attack with it unloaded or still do no damage?

The boss will continue to attack the sleeper, but the damage to the player will remain 0.

While the boss is attacking the sleeper, other players can attack the boss unilaterally and defeat the boss without taking any damage.

hid333

Posted (edited)

Sorry, I worded it wrong. (I use a translation because I don't speak English)

Disabling simplePve did not change the result.
Boss melee attacks were ineffective against sleepers.
The boss's throwing weapons and animal attacks are also effective against sleepers.

Edited by hid333
Jbird

Posted

2 minutes ago, hid333 said:

Sorry, I worded it wrong. (I use a translation because I don't speak English)

Disabling simplePve did not change the result.
Boss melee attacks were ineffective against sleepers.
The boss's throwing weapons and animal attacks are also effective against sleepers.

Did you recently change this value to true in NpcSpawn or was it always true? If it was changed recently make sure both NpcSpawn and BossMonster were reloaded. If you've already done all of that I suspect there could be something else protecting the sleepers. We will look into it on our end though as it is odd that they are being attacked and not receiving damage. If we can recreate this I will let you know, or I may have further recommendations.

  • Like 1
CTStudios

Posted

Not letting me click on "Get Support"

Bosses are appearing as "Vending Machine" on map

Jbird

Posted

5 minutes ago, CTStudios said:

Not letting me click on "Get Support"

Bosses are appearing as "Vending Machine" on map

You want to click on new support request or whatever that button is middle of the page. Make sure you're logged in. But that is thanks to the Facepunch update. Click on the vending marker and it will give you the other info. We will update when and if we can but that is something Facepunch changed on the map unfortunately.

  • Love 1
Dead Nasty

Posted

Question for today's update: will the minigun be like the m4, etc and the logic need taught to the NPCs, so to hold off on equipping them?

Jbird

Posted

3 hours ago, Dead Nasty said:

Question for today's update: will the minigun be like the m4, etc and the logic need taught to the NPCs, so to hold off on equipping them?

Correct once you see an update with notes about the new weapon(s) being added you can begin giving them to NPCs then.

  • Love 1
Jbird

Posted

17 hours ago, Dead Nasty said:

Question for today's update: will the minigun be like the m4, etc and the logic need taught to the NPCs, so to hold off on equipping them?

That update is out by the way (for NpcSpawn).

  • Love 1
Dead Nasty

Posted

On 4/5/2024 at 3:18 AM, Jbird said:

That update is out by the way (for NpcSpawn).

You guys rock!!
-Another silly question, the new chicken suit can be equipped to them as well right?

Dead Nasty

Posted

Would it be possible to add a spawnboss random command at all?

Just curious and thanks in advance.

Xenia87

Posted

is custom/own loot broken? had it working last wipe now it nolonger works it just spawns default npc loot and no errors in console

Thunderchile

Posted

Just make sure your settings are correct 0 default, 1 own loot so make sure it is set to 1 if you are using your own.

 

Jbird

Posted

On 4/6/2024 at 10:12 AM, Dead Nasty said:

You guys rock!!
-Another silly question, the new chicken suit can be equipped to them as well right?

Yes generally outfits will always be able to be equipped. It is just weapons most of the time that will need added to the CS.

On 4/28/2024 at 10:24 AM, Dead Nasty said:

Would it be possible to add a spawnboss random command at all?

Just curious and thanks in advance.

Can you go into more detail here?

Jbird

Posted

21 hours ago, Xenia87 said:

is custom/own loot broken? had it working last wipe now it nolonger works it just spawns default npc loot and no errors in console

Thank you @Thunderchile that's correct, I have not heard any other reports of issues so just ensure that it enabled, and that there are no errors while loading or when an NPC dies. You said no errors in console but just specifying both places to look for errors just to be sure.

Xenia87

Posted

6 minutes ago, Thunderchile said:

Just make sure your settings are correct 0 default, 1 own loot so make sure it is set to 1 if you are using your own.

 

Yep have im actually getting an error now when the boss dies when custom or own loot is selected. its not converting the body into a bag as well like the others.

 

 

had it working fine up till the may update now custom/own loot doesn't spawn  on one my custom bosses

Jbird

Posted

1 minute ago, Xenia87 said:

Yep have im actually getting an error now when the boss dies when custom or own loot is selected. its not converting the body into a bag as well like the others.

had it working fine up till the may update now custom/own loot doesn't spawn  on one my custom bosses

Is it just the one? Make any changes? Try recreating that file from scratch.

Any errors during loading messages when you load or reload the plugin?

Xenia87

Posted

2 minutes ago, Jbird said:

Thank you @Thunderchile that's correct, I have not heard any other reports of issues so just ensure that it enabled, and that there are no errors while loading or when an NPC dies. You said no errors in console but just specifying both places to look for errors just to be sure.

Yeah i'm getting an error i'll post it in a sec maybe you'll know whats causing it as prior to may patch it was working fine.

 

 

Failed to call hook 'OnEntityTakeDamage' on plugin 'BossMonster v2.1.2' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.BossMonster.OnEntityTakeDamage (ScientistNPC entity, HitInfo info) [0x000b7] in <1a82ea7ee9e94756ac2528770b07e641>:0 
  at Oxide.Plugins.BossMonster.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00998] in <1a82ea7ee9e94756ac2528770b07e641>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <67a45b2b63ea485294ae2cea171af2d9>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <11d59ed89122474b825fefd7e1bd95fc>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <11d59ed89122474b825fefd7e1bd95fc>:0
(12:41:54) | Failed to call hook 'OnEntityTakeDamage' on plugin 'BossMonster v2.1.2' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.BossMonster.OnEntityTakeDamage (ScientistNPC entity, HitInfo info) [0x000b7] in <1a82ea7ee9e94756ac2528770b07e641>:0 
  at Oxide.Plugins.BossMonster.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00998] in <1a82ea7ee9e94756ac2528770b07e641>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <67a45b2b63ea485294ae2cea171af2d9>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <11d59ed89122474b825fefd7e1bd95fc>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <11d59ed89122474b825fefd7e1bd95fc>:0
(12:41:54) | Failed to call hook 'OnEntityTakeDamage' on plugin 'BossMonster v2.1.2' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.BossMonster.OnEntityTakeDamage (ScientistNPC entity, HitInfo info) [0x000b7] in <1a82ea7ee9e94756ac2528770b07e641>:0 
  at Oxide.Plugins.BossMonster.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00998] in <1a82ea7ee9e94756ac2528770b07e641>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <67a45b2b63ea485294ae2cea171af2d9>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <11d59ed89122474b825fefd7e1bd95fc>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <11d59ed89122474b825fefd7e1bd95fc>:0
(12:41:55) | Failed to call hook 'OnEntityTakeDamage' on plugin 'BossMonster v2.1.2' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.BossMonster.OnEntityTakeDamage (ScientistNPC entity, HitInfo info) [0x000b7] in <1a82ea7ee9e94756ac2528770b07e641>:0 
  at Oxide.Plugins.BossMonster.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00998] in <1a82ea7ee9e94756ac2528770b07e641>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <67a45b2b63ea485294ae2cea171af2d9>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <11d59ed89122474b825fefd7e1bd95fc>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <11d59ed89122474b825fefd7e1bd95fc>:0
(12:41:55) | Failed to call hook 'OnCorpsePopulate' on plugin 'BossMonster v2.1.2' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.BossMonster.OnCorpsePopulate (ScientistNPC entity, NPCPlayerCorpse corpse) [0x0009a] in <1a82ea7ee9e94756ac2528770b07e641>:0 
  at Oxide.Plugins.BossMonster.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00a19] in <1a82ea7ee9e94756ac2528770b07e641>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <67a45b2b63ea485294ae2cea171af2d9>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <11d59ed89122474b825fefd7e1bd95fc>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <11d59ed89122474b825fefd7e1bd95fc>:0

 

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