aimacak
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Everything posted by aimacak
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This is the only timer associated with removing NPC corpses, and it removes a corpse after 0.2 seconds only if that NPC has the Remove Corpse On Death option enabled. The update note you pointed to says that this parameter (Remove Corpse On Death) has changed its default value for the new presets (it was true, it became false) that you create in NpcSpawn (/preset) and for all NPCs that are used in events that have not yet been updated. in compatibility mode, because The configuration of these events for these NPCs does not have all the parameters that are in /preset, and therefore they accept the default values of these parameters from the NpcSpawn plugin. timer.In(0.2f, () => { if (corpse.IsExists()) corpse.Kill(); });
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Yes, you're right, unloading or reloading the NpcSpawn plugin naturally affects this, but you wrote after the update, in the current situation, I understood this as a transition from older versions of plugins to a major update. You can read the information for each update, and if you are not concerned about what was fixed in the last update, update when it is convenient for you, there is nothing wrong with that, you should not immediately ruin the entire server operation when the plugin is released, unless there are good reasons for it. I will discuss with the developer the point you mentioned, whether there is a way to make Bosses have a timer to appear if they have retired due to NpcSpawn's unload / reload, but in any case it will be like a future plugin improvement, this will not happen in the shortest possible time, so you can stick to my first advice.
- 458 comments
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- #abilities
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- 458 comments
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- #abilities
- #boss
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The problem was solved in discord, thanks.
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can u add me in discord? @shrpndfcsd
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this command implies using the following format: /SpawnPointAddPos 1 Launch Site, where 1 is the preset number from top to bottom in the data/BetterNpc/Monument/Launch Site file.json, when you enter a command into this file, in this case, the coordinate where you are located is added to the first preset. Is your ship moving or is it static? Do you have a procedural map or custom?
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And try with NpcSpawn version 3.1.9, maybe the changes to NPC sleep will help you. And I also ask you once again to check the contents of the folder with the Sailing Ship plugin from codefling, perhaps there are additional NavMesh files for NpcSpawn, because you yourself said that you deleted all the files when updating.
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Did I understand correctly that you don't have an npc on the ship in the plugin you sent?) I'm not sure, but it's like there haven't been updates to this plugin for a long time.. maybe there are files in the archive in the folder data/NpcSpawn/NavMesh?
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Hello, sorry for the long reply, fixed in 1.1.9.
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Solved in the discord, thank you.
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I'm sorry, just if it's convenient for you, add me to the @shrpndfcsd discord for a real-time dialogue, while I study your files on the local server.
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Oh, sometimes, be more careful in the future I wish you good luck with the settings
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Hello, could you add me to the discord for a real-time dialogue? @shrpndfcsd If this is inconvenient for you for any reason, please send some files, also if you have backup BetterNpc before upgrading to new versions of plugins, attach them too. oxide/config/NpcSpawn.json oxide/config/NpcSpawn_old.json oxide/config/BetterNpc.json oxide/config/BetterNpc_old.json folder: oxide/data/BetterNpc/ folder: oxide/data/BetterNpc_old/ folder: oxide/data/NpcSpawn/
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To be honest, I'm surprised by the amount of negativity around everything related to Loot Manager. Since from the information I have, if you look at the logic of the operation, the numbers look convincing: previously, with 20 events, the server was forced to make 20 idle requests to different plugins when opening each crate, which created up to 800 requests in one sweep of a location with 20 boxes and 20 NPCs, while with Loot The manager system makes only 1 centralized request. The target audience of this plugin is servers with medium and large online and a large number of events, where the performance gain increases exponentially with each new event transferred to the Loot Manager. It is important to understand that this plugin is aimed at optimizing flows and simplifying work during updates, and not at globally configuring loot on the entire server, as Alpha Loot or CustomLoot do, so it does not compete with them in any way. EDITED --- Sorry, I made a mistake in the sequence of actions and formulations, I think the more correct chain is this, correct me if I'm wrong. We have 20 events. without Loot Manager: when starting an event and spawning crate, to understand the loot settings of this crate, each event processes almost or completely the same hook CanPopulateLoot, obviously, only 1 event will confirm this crate, and 19 others obviously do it in vain, exactly the same chain happens with loot in NPCs, only not when they appear, but when they die. And this happens at every start of every event for every box and NPC (after the death of the NPC). with Loot Manager: when starting an event and spawning a crate, the CanPopulateLoot hook will be processed only 1 time in the Loot Manager plugin, which in turn will determine which event this crate belongs to by ID, and either fill in this crate itself, or ask one of the loot plugins, such as Alpha Loot, to do this. EDITED --- As for complaints about the number of files, in fact, any server will have about 20 NPC presets and 20 loot tables, which turn into a convenient library. You can create tables with clear names once, for example crate_normal, bradley_crate_x2, heli_crate_x4_bradley_crate_x3_100_200_coins, and simply enter them from memory when setting up events. Thanks to this plugin, you still provide your servers with excellent content, both products from Mad Mappers and from other developers, including events and maps at very affordable prices, which positively affects the popularity and monetization of your projects. All this time, Mad Mappers has been and remains open to your criticism and suggestions. Instead of low ratings and general phrases, developers would like to get more specifics with which to work and improve the product. So far, it seems like a brilliant idea that many can't understand.
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Hello, you write that the settings are back, but they are reset if you have backup oxide/data/BetterNpc before the upgrade, I can help you restore them, send me this folder.
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Hello, tell us in more detail, what is going on with you? You can attach screenshots or videos, as well as send your configuration and data files. oxide/config/NpcSpawn.json oxide/config/NpcSpawn_old.json oxide/config/BetterNpc.json oxide/config/BetterNpc_old.json folder: oxide/data/BetterNpc folder: oxide/data/BetterNpc_old
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Great, if you have any problems, please contact us, thanks for the feedback.
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Check it out, you didn't have a Custom folder (BetterNpc/Custom) in the last archive, so the update plugin caused an error. Try never to delete folders that are attached to plugins in the archive, even if they are empty and you don't understand what they are for data4.zip
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Try it, please, i forgot add oxide/data/LootManager folder data2.zip
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It turns out that you sent me the standard BetterNpc folder, if you have a Backup of your settings before updating, send them, I will update them for you and everything will be saved.. if you did not send me standard files, but your own, I will try to find a mistake in my actions, I apologize in advance)
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I understand that everything worked for you, please be attentive to my questions and requests, I really want to help you, it's important. Are you using BetterNpc? Have you transferred the data folder from the NpcSpawn archive to the server? can you send all the messages from the console when o.reload NpcSpawn?
