aimacak
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Everything posted by aimacak
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sleep transitions warp stationary NPCs standing on structures without navmesh
aimacak replied to tsuyoshi_ito's Support Report in Support
Hello, thank you for such a detailed report, I passed the information to KpucTaJI, if any information appears, I will let you know. -
Everything is working as intended; the message indicates that Gen2 Animals are currently under development. Until KpucTaJI finishes this work, bears appear instead of wolves and a message is displayed in the console. It’s not an error message—it’s information for administrators. It’s a shame that many people didn’t realize this
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Hello, most likely this preset is specified in one of the custom files that were attached to the custom map, you can contact the custom map developer with this. Also you can rename these presets one by one via server console command (PresetRename OldPresetName NewPresetName: PresetRename Ремонтник-70c43b Repairman-70c43b The command will rename both the preset files themselves to data/NpcSpawn/Preset/ and in all BetterNpc files.
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Hello, this message contains all the necessary information for the server administrator, after your request Gen2 Animals will not get faster, thank you
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I'm sorry, but I really don't understand what you're asking me to do. This ticket refers to NpcSpawn, but this is not the most important thing, I did not find the error that you indicated in the first message in the log files that you sent me. You also didn't specify anything, so I don't understand anything. You don't have to ask me or beg me to do anything like that, just tell me more about your problem if you think it's related to plugins. If you're asking me to figure out why your server is lagging, then I'm unlikely to help you with this, because I provide support for KpucTaJI plugins. It is more convenient to discuss such cases in discord, because there is a high probability that we will communicate in real time. Thank you.
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Add me in discord please, i think for us will be very difficult understand each other
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There’s no need to pay I took a quick look at your files but couldn't find any mention of the error you originally described; could you tell me which file it's in? Perhaps you sent the wrong files? Also, you can provide some of the information yourself—it doesn't necessarily have to come from the logs. You can also add me on Discord if that works for you: @shrpndfcsd
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Hello, what moment of the event are you talking about? When the debt collector arrives, they simply stand for the specified time from the configuration: "The time the debt collector stays inside the supermarket [sec.]": 300,
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Hello, can you provide some additional information? Which plugin does this happen in? Screenshots, videos, plugin configuration, whatever.. And can you send the full error code from the server logs file?
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Thanks, yeah, i found it. Replace please this method in *.cs this is a good fix, at least until the fix from KpucTaJI. The thing was, when security killed Scientist, a wave of new security appeared, and it became attached to Scientist, but it no longer exists. In this fix, if the Scientsit no longer exist, they will be attached to the Pilot. private IEnumerator DestroySnowmobile(SnowmobileData data) { yield return CoroutineEx.waitForSeconds(1f); if (data.Driver.IsExists()) { data.Driver.EnsureDismounted(); data.Driver.Kill(); } ScientistNPC driver = SpawnSnowmobileNpc(data.Snowmobile.transform.position, false, false); _ins.NpcSpawn.Call("SetParent", driver, Scientist.IsExists() ? Scientist.transform : Pilot.transform, Vector3.zero, 1f); Scientists.Add(driver); if (data.Passenger.IsExists()) { data.Passenger.EnsureDismounted(); data.Passenger.Kill(); } ScientistNPC passenger = SpawnSnowmobileNpc(data.Snowmobile.transform.position, false, false); _ins.NpcSpawn.Call("SetParent", passenger, Scientist.IsExists() ? Scientist.transform : Pilot.transform, Vector3.zero, 1f); Scientists.Add(passenger); if (_ins.ActivePveMode) _ins.PveMode.Call("EventAddScientists", _ins.Name, new HashSet<ulong> { driver.net.ID.Value, passenger.net.ID.Value }); yield return CoroutineEx.waitForSeconds(1f); if (data.Snowmobile.IsExists()) { EntityFuelSystem fuelSystem = data.Snowmobile.GetFuelSystem() as EntityFuelSystem; fuelSystem.GetFuelContainer().inventory.ClearItemsContainer(); data.Snowmobile.Kill(); } Snowmobiles.Remove(data); }
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BetterNPC Suggestion: Progressive NPC Difficulty Levels
aimacak replied to SpookyBoo12's Support Report in Support
@SpookyBoo12 Hello again, we've added this to the roadmap, I can't say anything about the timing of the addition. -
Does this happen every time the event launches?
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Hello, I'm sorry that I didn't have time to answer you here P.S. the problem was solved in Mad Mappers Discord. Thanks.
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Hello, turn off all spawn points in the data/BetterNpc/Monument/ folder? no, there is no such function, you can download files to a PC and make a massive change via Notepad++ or some other program. If I understood you correctly, of course..
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@Watcher Hello again Check it out after the fixes from the FerryTerminalEvent's ticket, if the situation persists, please send your config, I will try to repeat it.
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Hello, I'm sorry for the long answer. 1) Regarding the error: Main thread stalling: Write queue at capacity, waiting for write thread... you need to change the map marker from advanced to basic in the event configuration, this is due to the combination of the large number of players and running events with this type of marker in one moment. 2) Regarding messages from ArcticBaseEvent: open ArcticBaseEvent.cs on 3384 line and delete this block: if (isMount && npc.NavAgent.enabled) { npc.NavAgent.destination = npc.transform.position; npc.NavAgent.isStopped = true; npc.NavAgent.enabled = false; } 3) Regarding NRE: NullReferenceException: Object reference not set to an instance of an object. at UnityEngine.Bindings.ThrowHelper.ThrowNullReferenceException (System.Object obj) [0x00018] in <7ef4b7e39e5e4212acadbf6d2e50d7fa>:0 at UnityEngine.Component.get_transform () [0x00006] in <7ef4b7e39e5e4212acadbf6d2e50d7fa>:0 at Oxide.Plugins.ArcticBaseEvent+ControllerArcticBaseEvent+<DestroySnowmobile>d__323.MoveNext () [0x000bc] in <fccf553dfa504f5f9d24a6d59b8d1206>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <7ef4b7e39e5e4212acadbf6d2e50d7fa>:0 I couldn't get such an error, there is a high probability that this is due to server performance due to a flood due to advanced map markers, I asked KpucTaJI about this, but you also check if you will have this error after changing map marker to basic and fixing it in *.cs
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I know, but what part of that requires an explanation?
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but why are you create a ticket in Harbor Event branch? i have this error too on Ferry Terminal, and yeah, its from nexus cargo.. my bad. thanks, ill say about it to KpucTaJI. But with bears for me everything fine...
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I don't understand what it means to almost not move, I tested the BossMonster last night, the bears were moving as usual. As for the sounds, I told you that this is most likely a mistake of the game, not the plug-ins, something appears there periodically, the plug-in does nothing with the sounds. I also answered you about spawn, I'm not sure what exactly you need to clarify from this, everything seems to be clear. i think this message must appears in your server console: [AnimalSpawn] Old wolf prefab detected. Rust removed old wolves in the June update, so a bear was spawned instead. AnimalSpawn is being updated for Gen2 animals
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Hello again, check hook in 3.3.9 NpcSpawn for this Added the OnCustomNpcTakeDamage hook to override the plugin's behavior when an NpcSpawn Npc takes damage
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Hello, the error is not from the plugin, informational messages are displayed in the server console about the transformation of wolves into bears, KpucTaJI specially added them so that administrators understand what is happening.
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Hello, what do you mean?
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Hello, sorry for the long reply, fixed in version 1.1.4, right?