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Everything posted by JessieJane
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Also, as mentioned previously, the scientist NPC' ON the excavator. I can kit the ones "around" (on the grounds) the excavator, not the ones actually associated with the excavator itself. > debug.lookingat Looking At: assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_excavator.prefab (UnityEngine.GameObject) Ent: scientistnpc_excavator Pos: (403.9, 13.6, 1584.8) Layer: Player (Server)
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Could you add a command to /enable or /disable the spinning individually?
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Just purchased, booted up server and....
JessieJane replied to JessieJane's Support Request in Support
Oh. a few more questions.... what is a "substation" considered to be on the map? What do the numbers represent for the types of bots? Where would the bots spawn for the "Train Tunnel" locations? Since Harbors aren't designated Large or Small, and there are only two in the config, how do I know which is which? Lastly, since there aren't enough gas stations, supermarkets, abandoned military bases, harbors, etc for what I have on my map and I prefer to have bots at ALL monuments rather than a few, would I be able to duplicate entries and simply advance the number ie - Oxum's Gas Station 6, 7, 8, 9 and still have the plugin work correctly or is this something that needs to be coded into the .cs file? @Steenamaroo -
Just purchased, booted up server and....
JessieJane replied to JessieJane's Support Request in Support
Yes, installed the update and no more errors. I do have an issue, however. A player reported and I have verified... bots will run up to you as if to attack or shoot you but they don't shoot. They just run around with weapons drawn (Scientists). Unless you get right up in their face, they won't ever shoot you. Or, if you shoot them first. They are all set peacekeeper false with appropriate aggro distance of 30. Any thoughts on this? Could this be an issue with the recent AI tweaks done by Facepunch? Or is this a plugin issue? I am just not sure what to do to fix. -
Just purchased, booted up server and....
JessieJane replied to JessieJane's Support Request in Support
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Just purchased, booted up server and....
JessieJane replied to JessieJane's Support Request in Support
Sure, DM me about that error. I need to get this resolved ASAP. -
I edited this review and upgraded to 5 stars because Steen worked very hard at reading, responding and fixing ALL issues that were brought forward. He is conscientious and always puts out high quality work. Well worth paying for. He deserves to be compensated for all his hours and hours on this obvious labor of love. All bugs are fixed as of version 1.0.4 and working as it should.
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Just purchased, booted up server and....
JessieJane replied to JessieJane's Support Request in Support
AND after deleting all parts of BotSpawn and uploading BotReSpawn, booted up server and MY SERVER WIPED - AGAIN !!! WTH. -
Failed to call hook 'OnPluginLoaded' on plugin 'BotReSpawn v1.0.1' (NullReferenceException: Object reference not set to an instance of an object) at BaseEntity.ServerInit () [0x000b0] in :0 at BaseNetworkable.Spawn () [0x00035] in :0 at BaseEntity.Spawn () [0x00000] in :0 at ItemModEntity.OnItemCreated (Item item) [0x00099] in :0 at Item.OnItemCreated () [0x00017] in :0 at Item.Initialize (ItemDefinition template) [0x0002f] in :0 at ItemManager.Create (ItemDefinition template, System.Int32 iAmount, System.UInt64 skin) [0x00065] in :0 at ItemManager.CreateByItemID (System.Int32 itemID, System.Int32 iAmount, System.UInt64 skin) [0x00012] in :0 at Oxide.Plugins.BotReSpawn.Isweapon (System.String i) [0x00008] in <9950fe290fab4c8f9a21d46e31197002>:0 at Oxide.Plugins.BotReSpawn.CheckKits () [0x000de] in <9950fe290fab4c8f9a21d46e31197002>:0 at Oxide.Plugins.BotReSpawn.OnPluginLoaded (Oxide.Core.Plugins.Plugin plugin) [0x00015] in <9950fe290fab4c8f9a21d46e31197002>:0 at Oxide.Plugins.BotReSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x005ca] in <9950fe290fab4c8f9a21d46e31197002>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <60c318df79ed41688ea59335e48d61ad>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <9882f28dc2204b4dba514a9ad18f5042>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <9882f28dc2204b4dba514a9ad18f5042>:0
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Well.... bots are back to the way they were before... I have checked and re-checked my json config and data files (Kits, NPCKits, BotWeapons, BotSpawn) for errors, unloaded, reloaded, uninstalled and re-installed the .cs file for NPCKits. I have bots (halloween murderers and scarecrows) that are totally naked except for their weapon (from BotWeapons plugin I suspect) even though they have kits assigned. My junkpile scientists are wearing default Rust gear instead of their kits. My Train Tunnel entrance guards have gone completely missing and my Tunnel Dwellers are also in default Rust gear. Bots outside Military Tunnels are wearing their kits but the bots INSIDE military tunnel are wearing default Rust blue scientist suits. The only bots wearing their assigned kits are those controlled by BotSpawn plugin (I think... haven't investigated every area of my map yet). As a last ditch effort I am going to uninstall NPCKits yet again and install from a fresh download of the latest version, cross my fingers and toes and see what happens.
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No recurrence so far. Haven't restarted server yet as there are too many players active still. I have a request for NPCKits. Could you at some point in the future add assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_excavator.prefab to the list in the config so I can kit them out also? All the scientists AROUND the excavator are wearing their kits but the scientists ON the excavator are not.
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Interestingly, this error popped up when I reloaded RaidableBases. It hasn't reoccurred so I am just watching it for now to see if it happens again on server restart.
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(22:56:11) | Failed to run a 0.30 timer in 'NPCKits v1.1.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.NPCKits.ProcessNpc (BasePlayer player, System.String NPCType) [0x00108] in <8063de4ca9e242f88fddd884c05cc1d9>:0 at Oxide.Plugins.NPCKits.AddToBotList (BasePlayer player) [0x000f4] in <8063de4ca9e242f88fddd884c05cc1d9>:0 at Oxide.Plugins.NPCKits+<OnEntitySpawned>c__AnonStorey0.<>m__0 () [0x00042] in <8063de4ca9e242f88fddd884c05cc1d9>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <9882f28dc2204b4dba514a9ad18f5042>:0
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I must apologize.... I was way over tired yesterday so my mind wasn't as sharp as it should have been. I did, in fact, accidentally change the name of BotSpawn to NPCKits. Must have happened when I downloaded the latest version. Again, I apologize and mark this request either for deletion or resolved.
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Is there currently a method or trustworthy plugin available to make the BotSpawn and Facepunch NPC's show their health bars? My players are requesting health bars for the bosses I created with BotSpawn.
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I will check that as well. I didn't make any intentional changes since yesterday when it was working fine. It does validate with a json linter. Here is the entire config.json file: { "Use Debug": false, "Animals to trigger HuntsMan": { "Bear": true, "Boar": true, "Chicken": true, "Horse": true, "Stag": true, "Wolf": true }, "Hunter Settings": { "Custom Hunter Name": "HuntsMan", "spawn chance (1-100%)": 10.0, "Spawn Amount": 1, "spawn radius": 25, "Health": 200, "Max Roam Distance": 20, "Damage multiplier": 0.6, "Lifetime (minutes)": 10.0, "Use kit (clothing)": true, "Kit ID": [ "huntsman" ], "Show messages": true, "Hunters drop a Backpack with loot": true, "Use Random Skins": true, "Spawn Min Amount Items": 4, "Spawn Max Amount Items": 6, "Loot Table": [ { "shortname": "ammo.rifle", "amount": 200, "skin": 0, "amountMin": 200 }, { "shortname": "ammo.rifle.hv", "amount": 100, "skin": 0, "amountMin": 100 }, { "shortname": "electric.battery.rechargeable.large", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "locker", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "lowgradefuel", "amount": 300, "skin": 0, "amountMin": 300 }, { "shortname": "rifle.m39", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "sign.neon.125x215.animated", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "halloween.lootbag.medium", "amount": 3, "skin": 0, "amountMin": 2 }, { "shortname": "barricade.metal", "amount": 4, "skin": 0, "amountMin": 2 }, { "shortname": "ammo.rifle.explosive", "amount": 100, "skin": 0, "amountMin": 100 }, { "shortname": "explosive.timed", "amount": 75, "skin": 0, "amountMin": 75 }, { "shortname": "explosives", "amount": 100, "skin": 0, "amountMin": 100 }, { "shortname": "rifle.l96", "amount": 1, "skin": 0, "amountMin": 1 }, { "shortname": "black.raspberries", "amount": 200, "skin": 0, "amountMin": 200 } ] } }
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{ "Use Debug": false, "Animals to trigger HuntsMan": { "Bear": true, "Boar": true, "Chicken": true, "Horse": true, "Stag": true, "Wolf": true }, "Hunter Settings": { "Custom Hunter Name": "HuntsMan", "spawn chance (1-100%)": 10.0, "Spawn Amount": 1, "spawn radius": 25, "Health": 200, "Max Roam Distance": 20, "Damage multiplier": 0.6, "Lifetime (minutes)": 10.0, "Use kit (clothing)": true, "Kit ID": [ "huntsman" ], "Show messages": true, "Hunters drop a Backpack with loot": true, "Use Random Skins": true, "Spawn Min Amount Items": 4, "Spawn Max Amount Items": 6, "Loot Table": [
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Will check but updating the .CS should not have reset my config settings. I had it set to drop the backpack
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OK I have two versions of NPCKits. I have the most current, labeled here as 1.1.1 (but in the .CS file it refers to itself as BotSpawn 2.2.2) I have version 1.1.0 which was working beautifully. It does NOT refer to BotSpawn. Which is the correct version to use that will restore all my hours and hours of hard work kitting all my NPC's? Right now with the most current version, some NPC's are wearing kits, some have default Rust gear and some are totally naked. NPCKits.cs NPCKits.cs