aimacak
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Everything posted by aimacak
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I understand, it's okay. Let me clarify for you: NpcSpawn and BetterNpc recently had a major update, which is the only reason for all the confusion and complexity. That's also why you have *.cs update files in your archives. They were created primarily to preserve user settings when upgrading from the previous version to this one. There are also instructions for all possible options, for a clean installation, for those who use BetterNpc and for those who don't.
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If you'd followed this procedure exactly at least once, everything would have worked. You asked for help, and I'm trying to help you within the forum's guidelines and in the same ways I've helped many people. How can you help someone who's resisting? I've provided you with arguments, based on your own logs, as to why you're having these problems, and for some reason you've decided to argue with me instead of following my exact procedure and enjoying the plugins working properly.
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This is already a standard question about backups, so I wrote it automatically, besides, I do not know for what reason you did a clean install. Since, judging by the server logs, UpdaterBetterNpc is installed on your server, I can assume that you have a broken BetterNpc configuration, and possibly NpcSpawn. I would advise you to delete the configurations: NpcSpawn.json, NpcSpawn_old.json, BetterNpc.json and BetterNpc_old.json, delete data files: oxide/data/BetterNpc/, oxide/data/NpcSpawn/Preset/. After that, transfer the data files from the last version of NpcSpawn and BetterNpc archives, then upload NpcSpawn.cs, then upload BetterNpc, you don't need any Updaters for a clean install.
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its broken, delete it and o.reload BetterNpc { "Start time of day": null, "Start time of night": null, "Use the plugin's PVE mode? (only if you use the PveMode plugin)": false, "Distance from the center of the safe zone to the nearest NPC spawn point [m]": 0.0, "List of NPC types that should not be deleted (can use class name, NPC name, SkinID, or ShortPrefabName)": null, "Run the debug.puzzlereset command when the plugin loads or reloads to refresh puzzles, IO, and NPCs at Facepunch monuments [true/false]": false, "Refresh NPCs and crates at monuments when the plugin loads or reloads? [true/false]": false, "Enable simplified loading logs in the server console? (intended for advanced users who want fewer loading messages) [true/false]": false, "Configuration version": { "Major": 2, "Minor": 1, "Patch": 5 } }
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If you have already tried to do clear install, here is a list of everything you need to do before trying again. If you have a backup and want to keep your old settings, create a ticket in the support section and attach all files related to NpcSpawn and BetterNpc, config and data. For a clean installation, delete the following files in the oxide/plugins folder: BetterNpc.cs, NpcSpawn.cs, UpdaterNpcSpawn.cs, UpdaterBetterNpc.cs, in the oxide/data folder: BetterNpc and BetterNpc_old, and in the config folder: NpcSpawn.json, NpcSpawn_old.json, BetterNpc.json and BetterNpc_old.json. Next, move the data folder from the archive with the NpcSpawn plugin, downloaded from codefling, to the oxide/ folder, confirm the replacement of files, then move the data folder from the archive with the BetterNpc plugin, downloaded from codefling, to the oxide/ folder, then move NpcSpawn.cs from the archive with NpcSpawn to the oxide/plugins folder. After successful loading, move BetterNpc.cs from the archive to the oxide/plugins folder, everything should work. If you move *.cs plugins to the oxide/plugins folder and they don't load automatically, you'll need to manually load the *.cs file after moving it using the o.load {PluginName} command.
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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.
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- #abilities
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- 472 comments
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- #abilities
- #boss
- (and 16 more)