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Papi Rusty

Posted

great idea, just ike building sites. But sadly after my experience with building sites its a NO for me.  They are difficult to place and unless something has changed here  i dont expect anything different.
I also asked you to add an option to refund players sites and nothing. Great job tho looks nice and with a lot of potential. Im all for the dynamic plugins.

Adem

Posted

3 minutes ago, Papi Rusty said:

great idea, just ike building sites. But sadly after my experience with building sites its a NO for me.  They are difficult to place and unless something has changed here  i dont expect anything different.
I also asked you to add an option to refund players sites and nothing. Great job tho looks nice and with a lot of potential. Im all for the dynamic plugins.

I've been working on the respawn system. Now the player is shown information about why he cannot place the monument.
Well, it became easier to find a location for the monument spawn. After a couple of days of testing on this plugin, I will migrate this system to BuildingSites.

  • Like 1
DanaCM

Posted

I can't put any monument

Perfectangel01

Posted

o.reload DynamicMonuments
Failed to call hook 'OnServerInitialized' on plugin 'DynamicMonuments v1.0.0' (UnauthorizedAccessException: Access to the path "/home/container/oxide/data/DynamicMonuments/save.json" is denied.)
  at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <f98723dd4586469db5213ec59da723ca>:0
  at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.IO.FileOptions options) [0x00000] in <f98723dd4586469db5213ec59da723ca>:0
  at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int,System.IO.FileOptions)
  at System.IO.StreamWriter..ctor (System.String path, System.Boolean append, System.Text.Encoding encoding, System.Int32 bufferSize) [0x00055] in <f98723dd4586469db5213ec59da723ca>:0
  at System.IO.StreamWriter..ctor (System.String path) [0x00008] in <f98723dd4586469db5213ec59da723ca>:0
  at (wrapper remoting-invoke-with-check) System.IO.StreamWriter..ctor(string)
  at System.IO.File.WriteAllText (System.String path, System.String contents) [0x00026] in <f98723dd4586469db5213ec59da723ca>:0
  at Oxide.Core.Configuration.DynamicConfigFile.WriteObject[T] (T config, System.Boolean sync, System.String filename) [0x0003f] in <d646191a355d43a6b3ab36b7ee14c740>:0
  at Oxide.Core.DataFileSystem.WriteObject[T] (System.String name, T Object, System.Boolean sync) [0x00007] in <d646191a355d43a6b3ab36b7ee14c740>:0
  at Oxide.Core.DataFileSystem.ReadObject[T] (System.String name) [0x0000f] in <d646191a355d43a6b3ab36b7ee14c740>:0
  at Oxide.Plugins.DynamicMonuments.LoadDataFile[Type] (System.String path) [0x00020] in <10cab26433644153a5805e469b0e45b6>:0
  at Oxide.Plugins.DynamicMonuments.TryLoadData () [0x0019c] in <10cab26433644153a5805e469b0e45b6>:0
  at Oxide.Plugins.DynamicMonuments.OnServerInitialized () [0x00017] in <10cab26433644153a5805e469b0e45b6>:0
  at Oxide.Plugins.DynamicMonuments.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x000e0] in <10cab26433644153a5805e469b0e45b6>:0
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <9c80d821d00a44c9a24497c73ad2d20d>:0
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <d646191a355d43a6b3ab36b7ee14c740>:0
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <d646191a355d43a6b3ab36b7ee14c740>:0
Loaded plugin DynamicMonuments v1.0.0 by Adem
 

Covfefe

Posted

please add npcs, it's the only thing holding me back

Perfectangel01

Posted

4 minutes ago, Covfefe said:

please add npcs, it's the only thing holding me back

It requires NPCSpawn and does have a data file for placement for them

  • Administrator
Death

Posted

23 minutes ago, Perfectangel01 said:

o.reload DynamicMonuments
Failed to call hook 'OnServerInitialized' on plugin 'DynamicMonuments v1.0.0' (UnauthorizedAccessException: Access to the path "/home/container/oxide/data/DynamicMonuments/save.json" is denied.)
  at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <f98723dd4586469db5213ec59da723ca>:0
  at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.IO.FileOptions options) [0x00000] in <f98723dd4586469db5213ec59da723ca>:0
  at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int,System.IO.FileOptions)
  at System.IO.StreamWriter..ctor (System.String path, System.Boolean append, System.Text.Encoding encoding, System.Int32 bufferSize) [0x00055] in <f98723dd4586469db5213ec59da723ca>:0
  at System.IO.StreamWriter..ctor (System.String path) [0x00008] in <f98723dd4586469db5213ec59da723ca>:0
  at (wrapper remoting-invoke-with-check) System.IO.StreamWriter..ctor(string)
  at System.IO.File.WriteAllText (System.String path, System.String contents) [0x00026] in <f98723dd4586469db5213ec59da723ca>:0
  at Oxide.Core.Configuration.DynamicConfigFile.WriteObject[T] (T config, System.Boolean sync, System.String filename) [0x0003f] in <d646191a355d43a6b3ab36b7ee14c740>:0
  at Oxide.Core.DataFileSystem.WriteObject[T] (System.String name, T Object, System.Boolean sync) [0x00007] in <d646191a355d43a6b3ab36b7ee14c740>:0
  at Oxide.Core.DataFileSystem.ReadObject[T] (System.String name) [0x0000f] in <d646191a355d43a6b3ab36b7ee14c740>:0
  at Oxide.Plugins.DynamicMonuments.LoadDataFile[Type] (System.String path) [0x00020] in <10cab26433644153a5805e469b0e45b6>:0
  at Oxide.Plugins.DynamicMonuments.TryLoadData () [0x0019c] in <10cab26433644153a5805e469b0e45b6>:0
  at Oxide.Plugins.DynamicMonuments.OnServerInitialized () [0x00017] in <10cab26433644153a5805e469b0e45b6>:0
  at Oxide.Plugins.DynamicMonuments.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x000e0] in <10cab26433644153a5805e469b0e45b6>:0
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <9c80d821d00a44c9a24497c73ad2d20d>:0
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <d646191a355d43a6b3ab36b7ee14c740>:0
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <d646191a355d43a6b3ab36b7ee14c740>:0
Loaded plugin DynamicMonuments v1.0.0 by Adem
 

Seems to be an issue with your save.json not being writable by the server. If this is linux make sure the user has access to read and write that file. Also please use the Support Tab for issues.

  • Like 1
Malkizid

Posted

Very nice work team Adem and Gruber, I really enjoy using Building Sites,  can't wait to get this one next!
The Npc Spawn touch looks like the chef's kiss on this one.

Covfefe

Posted

3 hours ago, Perfectangel01 said:

It requires NPCSpawn and does have a data file for placement for them

please fill this out for us, we're just server owners and not coders, so we never know the correct format for these things

Quote

"Entities for respawn": [

{

"Prefab name": "assets/content/structures/excavator/prefabs/diesel_collectable.prefab",

"Position": "(-1.392221, 6.01622, 3.147325)",

"Rotation": "(0.00, 98.00, 0.00)"

}

],

"Static NPCs": [],

"Regular Npcs": []

},

 

  • Love 1
  • Administrator
Death

Posted

22 minutes ago, Covfefe said:

please fill this out for us, we're just server owners and not coders, so we never know the correct format for these things

This is why we typically recommend having values pre-filled as it's impossible to know without knowing the structure of the class. I'll help in this case though. Static NPCs in this case, is a Hashset of NpcPresetLocationConfig:

public string presetName { get; set; }
public string navMeshPresetName { get; set; }
public string position { get; set; }

Knowing it's a list of that class, we can build an example entry:

"Static NPCs": [
  {
    "presetName".
    "navMeshPresetName".
    "position"
  },
  {
    "presetName2".
    "navMeshPresetName2".
    "position2"
  }
],

The structure for Regular Npcs is the exact same, it's a Hashset of NpcPresetLocationConfig. I have no clue what any of these values do, but if you do, you should know how to fill it in. I imagine this was done intentionally as it's not implemented yet. But wanted to share this in case you experience this in the future, so you know generally how to populate an empty list inside of a config or data file.

Covfefe

Posted

1 hour ago, Death said:

This is why we typically recommend having values pre-filled as it's impossible to know without knowing the structure of the class. I'll help in this case though. Static NPCs in this case, is a Hashset of NpcPresetLocationConfig:

public string presetName { get; set; }
public string navMeshPresetName { get; set; }
public string position { get; set; }

Knowing it's a list of that class, we can build an example entry:

"Static NPCs": [
  {
    "presetName".
    "navMeshPresetName".
    "position"
  },
  {
    "presetName2".
    "navMeshPresetName2".
    "position2"
  }
],

The structure for Regular Npcs is the exact same, it's a Hashset of NpcPresetLocationConfig. I have no clue what any of these values do, but if you do, you should know how to fill it in. I imagine this was done intentionally as it's not implemented yet. But wanted to share this in case you experience this in the future, so you know generally how to populate an empty list inside of a config or data file.

i'm dyslexic, even what you posted barely helps since idk if the preset name is shortname or entire prefab address, same goes for navmesh preset name, like what even is that? i gotta go look for nav mesh profiles or something? and third, even if i knew that's where the positioning goes, i don't even know the correct XYZ format, or how many digits each position uses, etc etc

  • Administrator
Death

Posted

3 minutes ago, Covfefe said:

i'm dyslexic, even what you posted barely helps since idk if the preset name is shortname or entire prefab address, same goes for navmesh preset name, like what even is that? i gotta go look for nav mesh profiles or something? and third, even if i knew that's where the positioning goes, i don't even know the correct XYZ format, or how many digits each position uses, etc etc

Yeah sorry, I have no clue either. Was just trying to help. Hopefully the author can clear things up but personally it seems like a feature that's not implemented yet, but planned.

Kapco411

Posted

Just a heads up. All the problems resolved and everything works after server restart.

Wile E.

Posted

Silly question - in the zip file an Images folder is inside the DynamicMonuments folder. Does that stay there or should the images go in the data/Images folder ?

  • Administrator
Death

Posted

6 minutes ago, Wile E. said:

Silly question - in the zip file an Images folder is inside the DynamicMonuments folder. Does that stay there or should the images go in the data/Images folder ?

Are these images located in the Skins (No need to upload to the server!) folder by chance? 😄

Adem

Posted

6 hours ago, Covfefe said:

please add npcs, it's the only thing holding me back

Hi. NPCs are located in the 5 most difficult locations where there are card readers.

Wile E.

Posted

No. the Images folder is here:

zip/DynamicMonuments/en/data/DynamicMonuments/Images

It just seems like the worng location but given what kind of plugin this is maybe that is where the folder belongs.

ManOWar

Posted

Hello,

I absolutely love the idea of this plugin. What features, if any, are you planning on adding to it over the coming weeks and months? Like integrating with AlphaLoot and so forth. Having NPC\Scientists built-in to the plugin automatically is really what I'm hoping for. I don't want to have to add thot stuff manually. If you spawn in the monuments mid-wipe, do they stay in that location the rest of the wipe? Or do the monuments despawn after a preset amount of time like your other event plugins (convoy, armored train, etc.) Assuming they all have loot or keycard puzzle rooms that reset or respawn after a default amount of time, like regular monuments? Thank you!

  • Like 1
Adem

Posted

7 hours ago, Wile E. said:

No. the Images folder is here:

zip/DynamicMonuments/en/data/DynamicMonuments/Images

It just seems like the worng location but given what kind of plugin this is maybe that is where the folder belongs.

The location is correctimage.png.23450267b431f355f6e603863d656fe7.png

Adem

Posted

Alpha loot is already built into it.
 

3 hours ago, ManOWar said:

Hello,

I absolutely love the idea of this plugin. What features, if any, are you planning on adding to it over the coming weeks and months? Like integrating with AlphaLoot and so forth. Having NPC\Scientists built-in to the plugin automatically is really what I'm hoping for. I don't want to have to add thot stuff manually. If you spawn in the monuments mid-wipe, do they stay in that location the rest of the wipe? Or do the monuments despawn after a preset amount of time like your other event plugins (convoy, armored train, etc.) Assuming they all have loot or keycard puzzle rooms that reset or respawn after a default amount of time, like regular monuments? Thank you!

There are also NPCs in the most difficult 5 locations.

molokatan

Posted

3 hours ago, ManOWar said:

Hello,

I absolutely love the idea of this plugin. What features, if any, are you planning on adding to it over the coming weeks and months? Like integrating with AlphaLoot and so forth. Having NPC\Scientists built-in to the plugin automatically is really what I'm hoping for. I don't want to have to add thot stuff manually. If you spawn in the monuments mid-wipe, do they stay in that location the rest of the wipe? Or do the monuments despawn after a preset amount of time like your other event plugins (convoy, armored train, etc.) Assuming they all have loot or keycard puzzle rooms that reset or respawn after a default amount of time, like regular monuments? Thank you!

AlphaLoot is already integrated for it. You can use specific presets to roll the loot.

From my tests, the monuments stay in position for the rest of the wipe like normal monuments.

And you can configure how often the Loot respawns.

Adem

Posted

1 minute ago, molokatan said:

AlphaLoot is already integrated for it. You can use specific presets to roll the loot.

From my tests, the monuments stay in position for the rest of the wipe like normal monuments.

And you can configure how often the Loot respawns.

"Recreate locations on every plugin restart [true/false]": false,
With this option, you can respawn monuments every time the plugin is reloaded

Cobalt

Posted

This is a fantastic idea; people have been waiting for someone to figure this out for years. 

  • Like 1
DanaCM

Posted (edited)

I can't use it

(17:11:46) | Calling hook CanStackItem resulted in a conflict between the following plugins: Profiler - False (Boolean), StackModifier (True (Boolean))

 

This error indicates that there is a conflict between the Profiler and StackModifier plugins on the CanStackItem hook. Both are trying to control whether an item can be stacked or not, which is causing a conflict.

Edited by DanaCM
Adem

Posted

18 minutes ago, DanaCM said:

I can't use it

(17:11:46) | Calling hook CanStackItem resulted in a conflict between the following plugins: Profiler - False (Boolean), StackModifier (True (Boolean))

 

This error indicates that there is a conflict between the Profiler and StackModifier plugins on the CanStackItem hook. Both are trying to control whether an item can be stacked or not, which is causing a conflict.

This plugin is not involved in the conflict.

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