aimacak
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Everything posted by aimacak
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Hello, you need to install the LootManager plugin, as the first line of your message in the server logs tells you, be extremely careful when transferring files from the archive, many people get confused in the directories. After installation, you will need to restart the events so that they create loot tables from your old configuration. Many people also think that this plugin will affect all loot on the server, no, this plugin is only for events.
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The developer confirmed that this is a different variation of the error I provided, all my words above are correct, do not worry, it will no longer be available after updates.
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Hello, I added it to the suggestions, there is already a proposal to add a timer between waves, I can't promise, but I think there is a high probability of adding both parameters. At the moment, I can only recommend removing or minimizing loot in NPCs and playing with loot in Hackable Crate
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Hello, thank you for your feedback. A very similar bug will be fixed in the upcoming NpcSpawn and BetterNpc update, you only have a difference in 1 place.. I would put them in the same situation.. Do you have NPC corpses enabled after death? Have you noticed any wrong behavior with this error? Wrong loot or something like that? But I'm pretty sure that nothing critical should be with her, because with usually variant, the behavior on the server itself was correct, it was just accompanied by an error in the console. I will also discuss your variant with the developer. your variant: your variant: Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.BetterNpc+ControllerSpawnPoint+<>c__DisplayClass16_0.<DieNpc>b__1 () [0x0002d] in <f54d67a53edf43d0b022bf8fe687f9b0>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <112d89ea5d3348c8b949af0ab1a866d2>:0 a variant that we usually observed: Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.JunkyardEvent+<>c__DisplayClass81_1.<OnCorpsePopulate>b__1 () [0x00014] in <895988f39ee74d38b707aa8ee08e0998>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <112d89ea5d3348c8b949af0ab1a866d2>:0
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Oh.. I found what you're talking about.: If I start the event at 00:26:00 ( /spacestart - 1st message on screenshot), then with your config, the event starts to spawn at 00:27:00, in my case it fully spawned at ~00:27:45 (2nd message on screenshot), and the third message appears at ~00:28:40, because in the configuration you have set the time until the end of the event, when messages should be displayed ( 7100 ), and the total time of the event is 7200, so it turns out that two almost identical messages are played with a difference of 100 seconds. I cannot say whether this is correct or not, but I will pass this information on to Adem. "Event End Countdown Times for Chat to announce the Event Description [sec]": [ 7100, 5400, 3600, 1800 ],
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Hello, I can't reproduce this situation with your files, could you provide a list of your plugins, u can copy it from the client console (F1 -> console.clear -> o.plugins -> copy in downright corner), and tell me how much fps you have on the server on average? I also ask you to try to repeat this situation with unloaded plugins, load only NpcSpawn, LootManager and Space, I understand that this causes some inconvenience, but it says a lot, thank you.
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Hello, u can configure it by: "Event End Countdown Times for Chat to announce the Event End Timer [sec]": [ 300, 30, 5 ], "Event End Countdown Times for Chat to announce the Event Description [sec]": [ 3600, 1800 ], because in default lang these messages the same (like on your screenshot): ["StartEvent"] = "{0} <color=#8f43d8>{1}</color> is spawned at grid <color=#8f43d8>{2}</color> at an altitude of 750 m. The temperature in space is very low, there is no oxygen and gravity! You can get into space with the help of a spaceship or any balloon. In order to <color=#ce3f27>survive</color>, you will need a spacesuit or a hazmat or an oxygen tank.", ["EventDescription"] = "{0} <color=#8f43d8>{1}</color> is located at grid <color=#8f43d8>{2}</color> at an altitude of 750 m. The temperature in space is very low, there is no oxygen and gravity! You can get into space with the help of a spaceship or any balloon. In order to <color=#ce3f27>survive</color>, you will need a spacesuit or a hazmat or an oxygen tank.",
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you can also customize it, for example, to reduce the damage for the owner's status, for example 1 I understand that you will be able to do this only after fixes the owner's status, I will pass it on to the developer. "The amount of damage that the player has to do to become the Event Owner": 300.0, "Damage coefficients for calculate to become the Event Owner.": { "Npc": 1.0, "Bradley": 2.0, "Turret": 1.0 },
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hmm, if I understand correctly, then these settings are not tied to PveMode, I also passed the event without the owner and the command was executed, you can see this from my screenshots, but I checked Pve Mode, and yes, it really doesn't give me the owner, this is a mistake, thank you for this information
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Hello, I checked this with your configuration file, the command worked for me 1\1 times, could you show me what messages you have displayed in the chat and in the console at the end of the event? I have two assumptions, 1: the event does not go through completely, 2: the player does not have any free slots at the time of issuing the item on command, perhaps there are some other nuances that I do not yet know about in this event. (20:14:59) | [ServerVar] giving aimacak 1 x Pure Healing Tea
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I tried to tag you in the support thread, I'm not sure if it will help, maybe you have a discord? If it's not difficult for you, join Mad Mappers and create a ticket and tag KpucTaJI, I will be added automatically, it will probably be more convenient there) and yes, I'm trying to figure it out in order to more specifically convey information to the developer) https://discord.gg/w6ayNfDGAk
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- #abilities
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and yes, I'm trying to figure it out in order to more specifically convey information to the developer)
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@Cr0miX hey) I looked at your answer in the discussion thread, but I can fully understand, do you need to add the Text parameter? which changes the description of the item? and does the Legendary Item work with the name and description?
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Hello, check the access rights to the oxide/data folder, in particular to the oxide/data/LootManager folder.
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I've studied Item Perks: Legendary Items a bit, as far as I can see, SkinID is not used there in the configuration.. As far as I understand, you can create individual settings for each Boss separately in the Legendary Items configuration, in the Loot profiles (1st screenshot) section, and specify your own list of Legendary Items (2nd screenshot) for each of them. If I understood correctly about the bags, and these bags fall into the texture after death (3rd screenshot), then it seems to me that the developer of Legendary Items, at Bosses' death, could create these drop_items at a low height so that they are guaranteed to appear above the surface of the map. @imthenewguy
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Hello, could you show your problem on video or at least on screenshots so that I understand exactly what your problem is? Regarding your suggestion for imthenewguy, if you wanted him to see it too and participate in the dialogue, you need to mark him with the @ symbol in front of his nickname. Regarding your suggestion for getting legendary items after killing Bosses, in my opinion, there are enough parameters in the preset settings to implement this ( oxide/data/Boss Monster/Bosses/*.json ), as far as I know, all the features of the objects are given by the combination of shortname + SkinID, DisplayName - usually for convenience, but the preset settings have everything from this list. If you are shooting a video, I also ask you to specify one of the items you need with a 100% chance in the preset and show me part of the configuration with this item so that I can see what happens to your loot after the death of the Boss. "Own loot table (if the loot table type is 1 or 5)": { "Minimum number of items": 2, "Maximum number of items": 2, "Use minimum and maximum values? [true/false]": false, "List of items": [ { "ShortName": "scrap", "Minimum": 100, "Maximum": 200, "Chance probability [0.0-100.0]": 100.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Name (empty - default)": "" }, { "ShortName": "syringe.medical", "Minimum": 15, "Maximum": 25, "Chance probability [0.0-100.0]": 100.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Name (empty - default)": "" } ] },
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Hello, as far as I know, this is already in the process.
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Hello, I checked the Convoy + LootManager with the OnLootSpawn hook, if I instantly clear containers with this hook, then loot does not disappear from me even in spawned crates via the console (spawn crate_normal), if I add a timer in one second, then when I spawn through the console, the crates are deleted at the end of the timer, because loot is cleared, However, in both cases, nothing happened in the crates of the Loot Convoy. This is not a very professional answer, but I think that after these tests, your question can be answered - no, I think SimpleLoot will not interfere with the loot that LootManager creates in events.
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- #loot
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- 51 comments
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LootManager does not replace them in any way, and does not interact with loot on the server in any way, only at events. It allows you to use loot tables in event presets, including tables from the plugins you specified. LootManager is the huge number of loot settings in each event that existed before it appeared, only now it's all set up in one place, not in every event.
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I'm glad you figured it out) no, you can't just make a multiplier for the entire loot x3, Loot Manager is designed for editing loot tables, so you need to change each table that is used in a specific preset, in this case, in the Convoy preset, for each preset crate, for each preset NPC, to the table editing mode via GUI you can log in with the command /lm
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have you updated Oxide after the server update? what exactly are you unable to run? can you reload both plugins (o.reload LootManager | o.reload Convoy), try start event (/convoystart) and show all the messages from the console? preferably from a log file
