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Tomato_Jesus

Posted

20 minutes ago, Steenamaroo said:

I think I've spotted it.
If you reload the plugin, then try to make some changes again, does the issue go away?

Ah YES it fixed the issue. I will test it again on wipe day for my server. Thank you again.

  • Administrator
Steenamaroo

Posted

Ok, great. Thanks for letting me know.
It's a silly mistake that will only affect first-time users with brand new configs.
I'll fix it and update soon. 👍

  • Like 1
Tomato_Jesus

Posted

On 11/17/2022 at 10:00 PM, Steenamaroo said:

Ok, great. Thanks for letting me know.
It's a silly mistake that will only affect first-time users with brand new configs.
I'll fix it and update soon. 👍

Thank you. Players are loving it so far. 

  • Like 1
  • Administrator
Steenamaroo

Posted

Great to hear! 🙂

Viktorvill

Posted

Hi!

When is the update expected?

nivierheim

Posted

does anyone know which to set kits or skin npc at Outpost, i have try change for scientist but havent work.

  • Administrator
Steenamaroo

Posted

Hi @nivierheim
I think that should be CompoundScientist.

nivierheim

Posted

im changing whole npc in map to use compound bow and eoka but the problem is  they only shoot when  in melee range.. even heavy scientiest on oilrig same range only shoot in mele range.. is there any setting to have set the range of their shooting ?

  • Administrator
Steenamaroo

Posted

I'm afraid not, no. NPCKits doesn't modify weapon use behaviour.
The npcs are vanilla in that respect.

redzilla

Posted (edited)

The rust/oxide update 3/22/2023 after updating now NPCKits is throwing this error       

🛑 03:19
```cs
Failed to run a 0.30 timer in 'NPCKits v1.1.6' (IndexOutOfRangeException: Index was outside the bounds of the array.)
  at Oxide.Plugins.NPCKits+<OnEntitySpawned>c__AnonStorey2.<>m__0 () [0x001e7] in <4e28270a42ee4cc49ad6a9adcd10493b>:0 
  at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <157a94ee66ab4a7991faecd1eb84be3b>:0 
```

 

Edited by redzilla
  • Moderator
Mals

Posted

54 minutes ago, redzilla said:

The rust/oxide update 3/22/2023 after updating now NPCKits is throwing this error       

🛑 03:19
```cs
Failed to run a 0.30 timer in 'NPCKits v1.1.6' (IndexOutOfRangeException: Index was outside the bounds of the array.)
  at Oxide.Plugins.NPCKits+<OnEntitySpawned>c__AnonStorey2.<>m__0 () [0x001e7] in <4e28270a42ee4cc49ad6a9adcd10493b>:0 
  at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <157a94ee66ab4a7991faecd1eb84be3b>:0 
```

 

That some time happens if the config is out of date or corrupt. Hopefully they did not change some itemization in a mid-month patch.

  • Administrator
Steenamaroo

Posted

1 hour ago, redzilla said:

The rust/oxide update 3/22/2023 after updating now NPCKits is throwing this error       

🛑 03:19
```cs
Failed to run a 0.30 timer in 'NPCKits v1.1.6' (IndexOutOfRangeException: Index was outside the bounds of the array.)
  at Oxide.Plugins.NPCKits+<OnEntitySpawned>c__AnonStorey2.<>m__0 () [0x001e7] in <4e28270a42ee4cc49ad6a9adcd10493b>:0 
  at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <157a94ee66ab4a7991faecd1eb84be3b>:0 
```

 

Are you getting that often or was it a one-off?
I think that can only happen if a corpse spawns and has null or empty inventory so I've added a condition to check for that.
That's a strange thing to happen, though.

  • Love 1
redzilla

Posted

I've been getting it very often now

  • Administrator
Steenamaroo

Posted

Have you recently introduced any new loot or npc plugins which could be doing something to npc inventories?
If you have a test server I'd recommend firing it up with no plugins except for NPCKits and Godmode, then kill off a few vanilla npcs (modified by npckits) to see if the issue persists.

redzilla

Posted

Sorry it's been awhile since I messaged back I have not been getting that error anymore

 

  • Administrator
Steenamaroo

Posted

Alright, thanks for letting me know.
I don't know what would have caused that but don't hesitate to report if you see it again.

TheEye

Posted (edited)

| Failed to call hook 'GetKitInfo' on plugin 'Kits v4.4.0' (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

I just added the updated version and reloaded it and this is what I received in panel.

Do I need to remove ALL previous json and data and reload this? I was curious because of all the upgrades you made. I've never had issues before? Not sure what I did wrong sir?

Any idea would be appreciated please.                      Thank you;          Dave

P.S. Sorry I sent in also in BotReSpawn.

Edited by TheEye
  • Administrator
Steenamaroo

Posted

Hi,
@TheEye
I updated Kits to be on the same version as you and I'm not seeing an issue.
Would you mind rolling back NPCKits to confirm for sure if it's related or not?

TheEye

Posted (edited)

But this is what I based it on with the other Log I sent you earlier.

| Failed to call hook 'GetKitInfo' on plugin 'Kits v4.4.0' (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
[8:23 PM]
(20:18:47) | [NPCKits] Kit heavy_sci does not exist.
(20:18:47) | Failed to call hook 'GetKitInfo' on plugin 'Kits v4.4.0' (KeyNotFoundException: The given key was not present in the dictionary.)
[8:24 PM]
18:22:20) | [NPCKits] Kit heavy_sci does not exist.
(18:22:20) | Failed to call hook 'GetKitInfo' on plugin 'Kits v4.4.0' (KeyNotFoundException: The given key was not present in the dictionary.)

l                                Thank you        Dave

 

Edited by TheEye
  • Administrator
Steenamaroo

Posted

I'll have a check to see if that's kits plugin or me.
At a glance I don't think it's me but I'll make sure.
Thanks for the info!

Tomato_Jesus

Posted

Somehow just notice this. I'm not sure why but the NPC seems to be like just standing still after I swap there outfit. They still move after players get close to them. But most of the time when they're idle they just stand there like a frozen popsicle.

  • Administrator
Steenamaroo

Posted

Hi,
Check your ai dormancy settings on your server.
Type ai_dormant in console. If it returns true type

ai_dormant False

and

server.writecfg

carlness

Posted

thank you very much this is exactly what i was looking for, just one issue im having is im doing the -

 

Note : Kits follows the same format as BotSpawn kits.
If multiple are listed, one is chosen at random each time.

"Kits":["Kit One"] "Kits":["Kit One", "Kit Two", "Kit Three"]

 

but every time i restart it ends up like this - 

 

"ArcticResearchBase": {
      "FrankenStein_Head": 0,
      "FrankenStein_Torso": 0,
      "FrankenStein_Legs": 0,
      "enabled": true,
      "Kits": [
        "arctic1"
      ],
      "Health": 100,
      "Weapon_Drop_Percent": 0,

 

"arctic2" etc just vanish, cheers

  • Administrator
Steenamaroo

Posted

Hi @carlness
Are you making manual edits to the file?
If so, unload the plugin first or just use the UI in-game to add kits. 👍

  • Like 1
carlness

Posted

thank you for your time , i got there in the end , great plug in

  • Like 1

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