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Raidable Bases 2.9.7

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I am making progress but I am still having issues with NPCS not spawning on the navmesh.

so at this point I will release an update without npcs enabled, and another update once they are working properly.

i'd appreciate anyone who answers this question for those who do not read this message or the update notes

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10 minutes ago, nivex said:

I am making progress but I am still having issues with NPCS not spawning on the navmesh.

so at this point I will release an update without npcs enabled, and another update once they are working properly.

i'd appreciate anyone who answers this question for those who do not read this message or the update notes

for me it's ok

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14 minutes ago, nivex said:

I am making progress but I am still having issues with NPCS not spawning on the navmesh.

so at this point I will release an update without npcs enabled, and another update once they are working properly.

i'd appreciate anyone who answers this question for those who do not read this message or the update notes

Thank you Nivex for keeping us updated and doing what you can for these issues..  All Hail Nivex 

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released 2.2.5 with npcs disabled until properly implemented

and thanks guys

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58 minutes ago, nivex said:

 

problems with displaying fences, the plugin was uninstalled and reloaded several times, the problem persists

20211203042619_1.jpg

20211203041657_1.jpg

Edited by JKFT
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I updated to 2.2.6 and the bases stopped using the custom spawn points for my raid islands. I rolled the plugin back to 2.2.5 everything started to spawn back on the islands. When I checked rb debug it didn't give any errors and there wasn't anything out of the ordinary in the text given. I figured I would give you a heads up. If you need me to duplicate this again on my test server I can and give you the exact rb debug message.

 

Thanks,

 

Tim

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hi bro!  signals are received from the players when they enter the database, they fly out with this error.  already 3 players have written with this problem.BORpha3HHjE.jpg

Edited by Vasilyi Yrupin
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@MNfreakTimonly debug was removed from 2.2.6 so that should just be a coincidence

@Vasilyi Yrupini need to know what instrument it is. and that looks like a game bug to me

@RobJin the UI section of the config you can set Cursor Enabled to true if you do not want to use the enter key each time

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On 12/2/2021 at 6:20 PM, nivex said:

I am making progress but I am still having issues with NPCS not spawning on the navmesh.

so at this point I will release an update without npcs enabled, and another update once they are working properly.

i'd appreciate anyone who answers this question for those who do not read this message or the update notes

did you try     entity.Brain.Navigator.Agent.agentTypeID = -1372625422;
                       entity.Brain.Navigator.DefaultArea = "Walkable";
                       entity.Brain.Navigator.Init(Entity, Entity.Brain.Navigator.Agent);
                       entity.Brain.Navigator.SetBaseDestination(Transform.position, 1f);

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I've noticed my loot tables are not working as I had them set. I'm receiving items in the loot table that I did not put in and I turned the duplicator off and it's still duplicating stacks even up to 3 stacks. I'm also finding resources in boxes suck as cloth and uncooked sulfur and more. Was there a change?

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5 hours ago, Razor said:

did you try     entity.Brain.Navigator.Agent.agentTypeID = -1372625422;
                       entity.Brain.Navigator.DefaultArea = "Walkable";
                       entity.Brain.Navigator.Init(Entity, Entity.Brain.Navigator.Agent);
                       entity.Brain.Navigator.SetBaseDestination(Transform.position, 1f);

I will try this, thanks

1 hour ago, Mr.NaughtySock said:

I've noticed my loot tables are not working as I had them set. I'm receiving items in the loot table that I did not put in and I turned the duplicator off and it's still duplicating stacks even up to 3 stacks. I'm also finding resources in boxes suck as cloth and uncooked sulfur and more. Was there a change?

can you open a ticket regarding this and post DM any relevant files to me personally so they aren't shared here in case they're mine?

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@nivex

There was a problem with the NPC.
NPCs go beyond the domes of the bases and run far away.
How can this be fixed / limited? So that they do not run out of the radius of the raid base.
For me they really ran away from the base by two squares.

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After 2.2.7 we use 2 type of kit on NPC-s. One have M249 gun , and they shooting to player.

Another type of NPC-s have Bolt action rifle , and they don't shooting only running and don't attack to player.

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3 hours ago, Fast_CD said:

@nivex

There was a problem with the NPC.
NPCs go beyond the domes of the bases and run far away.
How can this be fixed / limited? So that they do not run out of the radius of the raid base.
For me they really ran away from the base by two squares.

I don't know yet. The AI does not provide a clear way to do this

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3 hours ago, olajmuvek said:

After 2.2.7 we use 2 type of kit on NPC-s. One have M249 gun , and they shooting to player.

Another type of NPC-s have Bolt action rifle , and they don't shooting only running and don't attack to player.

I responded to the ticket

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does the plugin require botspawn to spawn the npcs at the raidbases? for some reason the bases are spawing but no npcs, and i haven't gotten the payware botspawn yet!

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@EmigoI think all npcs. I'm trying to fix it now but I tried before and couldn't find anything useful on it

@zulgno. download 2.2.7 to use the npcs again

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I'm actually pretty happy with them chasing players out of the zones. Makes the murderers harder to kill. When you do happen to fix it, can we get an on/off option?

Edited by Neighigh
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