aimacak
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Everything posted by aimacak
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@Kleementin Hello, fixed in 1.1.2, check it please.
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Hello, as far as I know, there are no snipers in the default configuration, please specify more specifically, maybe the name of the NPC and send your configuration
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BetterNpc is responsible for the NPC population, in all NPC events they will appear when spawning or when dropping crates from this events, I think it's not worth specifying on Cargo. PveMode has only one option associated with BetterNpc, which prohibits anyone from loot NPCs except the one who caused the most damage. The time to reset the list of damage received from NPCs is set in the PveMode configuration. "The time to clear the information of the players' damage to NPC after NPC has taken the last damage [sec.]"
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I'm sorry, my bad, I read 30 meters instead of centimeters.. Yes, if you want to do this, you can specify BaseOffSet in the NpcSpawn preset's GUI (/preset), for example -0.1, so that the NPCs are lower, but from my observations, it's still not ideal to do this, because for example, you align them on the grass, but they will walk a little recessed into the road.. such is the navigation grid in Rust
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Yes, the update will be available within a week, after the 24th.
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You just need to stand at the right place of the monument you need and write to the chat /SpawnPointAddPos {index of preset in file} {FileName}, example /SpawnPointAddPos 1 Junkyard. You can also use the commands: /SpawnPointShowPos {index of preset in file} {FileName} /SpawnPointRemovePos {index of preset in file} {FileName} /SpawnPointReload {FileName} The commands are usually specified in the plug-in description
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Hello, I have done some tests, there are several points, one of them is that the plugin has not been updated for 6 years, which is quite a long time, but at first glance everything is fine with it, except for some points, as I said. open EndlessCargo.cs and change: this: private void OnServerInitialized() { NextTick(() => { _activeCargoShips = UnityEngine.Object.FindObjectsOfType<CargoShip>().ToList(); CheckCargoShip(); }); timer.Every(_config.UpdateRate, CheckCargoShip); //ConsoleSystem.Run(ConsoleSystem.Option.Server.Quiet(), "cargoship.event_enabled false"); //Setting cargoship.event_enabled to false does not disable the event. For now just kill the new ship server.Command($"cargoship.egress_duration_minutes {_config.EgressMin}"); server.Command($"ai.npc_spawn_on_cargo_ship {_config.NpcSpawn}"); server.Command($"cargoship.event_duration_minutes {_config.DurationMin}"); server.Command($"cargoship.loot_round_spacing_minutes {_config.LootSpacing}"); server.Command($"cargoship.loot_rounds {_config.LootRounds}"); } to this: private void OnServerInitialized() { /* NextTick(() => { _activeCargoShips = UnityEngine.Object.FindObjectsOfType<CargoShip>().ToList(); CheckCargoShip(); }); */ timer.Once(_config.UpdateRate, () => { server.Command($"cargoship.egress_duration_minutes {_config.EgressMin}"); server.Command($"ai.npc_spawn_on_cargo_ship {_config.NpcSpawn}"); server.Command($"cargoship.event_duration_minutes {_config.DurationMin}"); server.Command($"cargoship.loot_round_spacing_minutes {_config.LootSpacing}"); server.Command($"cargoship.loot_rounds {_config.LootRounds}"); _activeCargoShips = UnityEngine.Object.FindObjectsOfType<CargoShip>().ToList(); CheckCargoShip(); }); timer.Every(_config.UpdateRate, CheckCargoShip); //ConsoleSystem.Run(ConsoleSystem.Option.Server.Quiet(), "cargoship.event_enabled false"); //Setting cargoship.event_enabled to false does not disable the event. For now just kill the new ship /* server.Command($"cargoship.egress_duration_minutes {_config.EgressMin}"); server.Command($"ai.npc_spawn_on_cargo_ship {_config.NpcSpawn}"); server.Command($"cargoship.event_duration_minutes {_config.DurationMin}"); server.Command($"cargoship.loot_round_spacing_minutes {_config.LootSpacing}"); server.Command($"cargoship.loot_rounds {_config.LootRounds}"); */ } and this: private void OnEntitySpawned(CargoShip ship) { if (_activeCargoShips.Count >= MaxShips) { // This should never execute if the default event is turned off but it does. ship.Kill(); Logger("NormalGameCall") ; return; } NextTick(() => { _activeCargoShips.Add(ship); CheckCargoShip(); }); } to this: private void OnEntitySpawned(CargoShip ship) { if (_activeCargoShips.Count >= MaxShips) { // This should never execute if the default event is turned off but it does. //ship.Kill(); timer.In(1f, () => ship.Kill()); Logger("NormalGameCall") ; return; } NextTick(() => { _activeCargoShips.Add(ship); CheckCargoShip(); }); } Also you must change this in main config of EndlessCargo: "Update Rate (Seconds)": 120.0, "NPC spawn on ship (Default true)": false, The first *.cs change is necessary so that when the server starts, there is a delay before CargoShip appears, because for the NPC from BetterNpc to appear on it, BetterNpc must already be uploaded to the server in this moment. The delay is taken from the configuration (120 seconds), I would leave it that way just in case, I don't think it will be critical for you. The second *.cs change adds a delay to deleting a CargoShip, when you already have one on the map and another one appears, by default the plugin instantly deletes it, with this change it will do so in 1 second. This is necessary so that you do not have the spam that you indicated in your first message, and there are no errors from BetterNpc at this moment. If you still don't have a NPC after that, let me know, and if everything starts working for you, please tell me about it too. Thank you. You can also add me to discord for faster communication if you want. @shrpndfcsd
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Hello, you can dont use custom coordinates, because this was my first solution to the problem. But I'll explain what's wrong with the coordinates you sent, these are the global coordinates on the map, i.e. they will only work on the map on which you received them, only the fifth coordinates from your list are correct (only this 596.48, 1.47, -1046.34), all the others are under the map, so I had a lot of spam in the console about deleting the NPC. But despite that, I had boats. Have you any messages in server console? Can you add me to the discord? @shrpndfcsd
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Sooner or later, all events will be switched to work with NpcSpawn presets, so the answer to your question is yes. At the moment, you can edit the parameters you need in NpcSpawn.cs, but you should understand that at the moment only BetterNpc uses NpcSpawn presets, so the changes you make to the parameters in *.cs that are not in the configuration of your events will be applied to all NPCs. If this is not a problem for you, then at the moment you can change the damage scale for Bosses in this way.
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@Zandler Hello again, I checked and you were right, the thing is that there is no Tier Topology on this map. Just change this parameter in all boat presets to -1 and restart the plugin "Required map tier for spawn (0-2, -1 = any tier)": -1,
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No, I understood your problem and just answered about the radius of the turrets, because the plugin does not control them at the moment. The plugin is currently checking the number of turrets in a given building, there may be many nuances, so you need to fix this with a careful and thoughtful solution so as not to get even more problems.
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In fact, the fact that it remains there may indicate errors during the update, because if it is updated correctly, it should be deleted automatically. Besides, it was only used in the first versions of major update NpcSpawn 3.0.0+. Which version are you using? Do you use BetterNpc? If yes, please send one file from the Monuments and Events folders. Also please send the NpcSpawn configuration to make sure that everything is in order
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@Ondraasek @MichuX Greetings again, an incredible amount of time has passed since the creation of this ticket.. I agree, but I still can't give you any deadlines. As a temporary solution, you can use Loot Defender from umod or greatly increase the NPC damage calculation time in the Pve Mode configuration.
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I can't say for sure about adding this prefab to the NPC, it's unlikely, but I'll ask about it, but I need to know what your main goal is to support it? If you wanted to specify this prefab to get the behavior of new NPCs, then their behavior would not have changed, but you can use it for loot now. Check the UpdaterNpcSpawn.cs and UpdaterBetterNpc.cs files in the plugins folder, they should not be there.
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Hello, sorry for long answer, the custom spawn coordinates may help you, move to the place where you want to add the boat spawn and enter the printpos command in the F1 console, it will display your global coordinates on the map, they need to be added to the Water Patrol configuration file using this example, note that the default configuration file has 3 presets. "List of positions for spawn on the map": [ "(0.00, 0.00, 0.00)", "(0.00, 0.00, 0.00)" ] and keep in mind that the maximum number of boats must be less than or equal to the number of custom coordinates you added: "Minimum": 6, "Maximum": 6,
