aimacak
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Everything posted by aimacak
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@Kleementin Hello again, I'm sorry if the previous message looks strange, I had to process a lot of tickets. Are you currently using the plugin? There are a lot of changes in version 1.2.2, if youll have any difficulties using it, please let me know.
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@Zilch Hello again, at the moment in the SkillTree configuration there is an option to configure the XP output by NPC names, right?
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Hello, I'm sorry for the long answer, BetterNpc_old is just a backup of the files for you that you had when you started the update, the same files were created for the NpcSpawn and BetterNpc configurations. For Military Tunnel and Missile Silo, you just need to copy the list of coordinates for each preset from the default data files to your files.
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Hello, so you missed something with the fresh installation, either the BetterNpc files or the presets for NpcSpawn that come with BetterNpc. This hook is needed for these settings in CargoShip.json: "Respawn NPCs when the cargo ship docks at the harbor? [true/false]": true, "Respawn NPCs when new crates spawn? [true/false]": false, I tested it on Carbon and everything is fine, so I think this is a consequence of errors when loading the plugin.
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Hello, I'm sorry for the long answer, most likely yes, you need table type 0, as you said. The second question is, what exactly are you interested in? In the latest update, a rare problem should be completely fixed when both cargo ships sail into the port, when the event starts, the plugin tries to find a free port, if it finds it, it starts on it, if it does not find it, it outputs a message to the console stating that there are no free ports.
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The plugin freezes / cannot be given a flare
aimacak replied to DarthKhrûm's Support Report in Support
@DarthKhrûm Hello again, there are many updates in 1.2.2, including the command has become much simpler -
You are welcome, so I always ask for more specifics, your video gave a lot of insight into what you were trying to say. You can also send a video about "stun-lock" or other situations that you will learn about, I will try to check this, but also do not forget that the possibilities of plug-ins are not unlimited, so sometimes you have to get rid of something only by some kind of configuration, sacrifice something.. As I said before, I hope in the future, when Facepunch is fully completed by new NavMesh, many unpleasant moments will resolve themselves.
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- 517 comments
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- #abilities
- #boss
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sleep transitions warp stationary NPCs standing on structures without navmesh
aimacak replied to tsuyoshi_ito's Support Report in Support
@tsuyoshi_ito Hello again, fixed in 3.4.0 version, check it please. -
@Rusty Hook Hello again, after a while I reread this ticket and got confused Do you want to remove animal corpses or not?
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We all know this, KpucTaJI probably had some reasons for dragging this out.
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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.