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Everything posted by Zilch
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We don't use BetterNpc - would we need that to do this? But your final task is to adjust the experience gained when killing NPCs in Defendable Homes for SkillTree? - Yes, I'm not sure how we achieve that when the prefabs are the same? Thank you
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Hello, So yes, we were trying to change this line in NPCSpawn "Prefab path used for all NpcSpawn NPCs": "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_heavy.prefab", The reason is because SkillTree is classifying all the Defendable Home NPCs as Heavy Scientists and giving out way more XP than we'd like and we don't have any way to control that. (and we don't want to change the XP that Heavy gives) We wanted to change the "Type"/prefab NPC so it would give less XP I tried assets/rust.ai/agents/npcplayer/humannpc/tunneldweller/npc_tunneldweller.prefab and possibly assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_junkpile_pistol.prefab but then NPCSpawn didn't compile with those in the config. Thanks
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Amazing, thanks!
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We bought this but havent used it yet. Is there a way we can change the NPC type? At the moment all the enemies are considered as heavy scientists, but we also run SkillTree plugin so this gives players too much XP. I have tried changing the type in NPCSpawn configuration but then the plugin doesn't load. Thank you!
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Heya, Well I can reproduce it on demand, but it's very very specific circumstances -Go to safezone -Teleport away from safezone, but don't wake up (using TeleportGUI plugin for teleportation/homes) -After some time as a sleeper, disconnected with error, then killed for being asleep in safezone (this is a known issue it seems with TeleportGUI which I will report to that dev as well) I will add disconnection error below - the disconnect and the death appear to occur at the same time, hard to say as there is no output on console on death, but if I immediately rejoin on disconnect I am dead so assume this happens simultaneously... -Reconnect -Have double skills (see attached before and after pic) -Disconnect & reconnect after that fixes the problem If you disconnect yourself or time out to disconnect, the issue does not occur Seems something to do with the hook/method or whatever for disconnection not catching when the client DCs in this fashion? NullReferenceException: Object reference not set to an instance of an object 02/01 09:58:57 | *IP*:32848/*steamid*/*steamname* disconnecting: Exception (cs:141825): NullReferenceException: Object reference not set to an instance of an object. BasePlayer.%b916d9d124b8e9856bf396d6a3b08881d5c984ca (%4f36be8fe088287d2718bb52e458fbf5a3f30083+%8700274fac70c49688d318b85d9413a6d672a04c& %80e50159f6c6e37a9152322fcf34310da97a5859) (at <00000000000000000000000000000000>:0) BasePlayer.%b916d9d124b8e9856bf396d6a3b08881d5c984ca () (at <00000000000000000000000000000000>:0) BasePlayer.%b82a23817908f9f94ddcc55d348847d9e100b8c5 (%04a567ddb4324f873a78cf0daadc74937bc2d517 %aa2004f11a7681caa25138ab8f52b90b5e4b42cb, System.Single %17f124108775211a04d0647435624f3f35e4c113) (at <00000000000000000000000000000000>:0) BasePlayer.ClientUpdateLocalPlayer (System.Single %fcfa3dc15fda61cce1013c440923752458e1bcd2) (at <00000000000000000000000000000000>:0) BasePlayer.%a187206330b0329d6334947dae1b66ad71ae584a (System.Single %fcfa3dc15fda61cce1013c440923752458e1bcd2) (at <00000000000000000000000000000000>:0) Client.Update () (at <00000000000000000000000000000000>:0) Appreciate we can only replicate it by abusing behaviour/bugs of another plugin but possible there are other ways to force this kind of disconnect to cheese ST? Cheers
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Hi there, Love the plugin One of our players has had an interesting thing happen - he was disconnected from the server while AFK and relogged later - during that time he was killed for being in a safezone, on return it seems that some or all of his skills were being applied twice See the attached image - they had 3 points in the Quality Crafter skill and was able to get 6 slots on their armour! Reloading the plugin seems to have resolved it but the player also quit the game and relogged again fresh at the same time so that may also have done the trick Thanks!
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Hey Adem I've not seen this be added unless I've missed it. This is just a friendly nudge, so this doesn't get lost. I do appreciate how busy you are. I've disabled the plugin for the time being, but it would be nice to have it back when it's possible for this feature to be added. Thank you
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Hi Adem, Quick question - we've got this set to spawn monuments again on plugin restart. We've been running the plugin for about 2 weeks with it set like that. Issue we're having is that sometimes they are spawning right next to player bases and today it looks like the spawning of one of the monuments (Dam in this case) appears to have killed the player that was sleeping in that base somehow. From the coordinates of his death the player was in cover, and could not have been shot by the sniper on the oil tank. I've been over the config file a few times - is there any way we can increase the radius of the check that we assume is being done before the monument spawns to ensure the spawn a decent distance away from player bases? Thank you!
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Hi Monster, Hope you're well. We're having a recurring issue after daily restart where XBuildingSkinMenu doesn't seem to detect that players own building skins A manual reload of the plugin does resolve the problem - we have scheduled a timed reload of the plugin after daily restart but it still seems to be inconsistent as to whether that works or not - it feels like it works then a couple of hours later it won't show players the stuff they own. I'm still trying to figure out if this is player specific or not or whether it just breaks for everyone Thank you!
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- 413 comments
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- #helicopter
- #helicopters
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Hey ZEODE, I applied todays update but since then, I'm getting errors and no loot is spawning when the heli has been downed. I have tried to revert to the previous version, use the previous config and also regenerate a new config - The error still persists though. [Heli Signals] Exception Type: System.NullReferenceException 23/07 10:59:15 | [Heli Signals] Exception: System.NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.HeliSignals.UpdateConfigValues () [0x00d33] in <990c0aa57690402485e2a3c18d1c97d9>:0 at Oxide.Plugins.HeliSignals.LoadConfig () [0x0003d] in <990c0aa57690402485e2a3c18d1c97d9>:0 23/07 10:59:15 | [Heli Signals] ====== Harmony Patching Begin ====== 23/07 10:59:15 | [Heli Signals] INFO: PatrolHelicopterAI.UpdateTargetList method found: True 23/07 10:59:15 | [Heli Signals] INFO: PatrolHelicopterAI.FireRocket method found: True 23/07 10:59:15 | [Heli Signals] INFO: Patched methods count: 2 23/07 10:59:15 | [Heli Signals] INFO: ✓ Patched: PatrolHelicopterAI.UpdateTargetList 23/07 10:59:15 | [Heli Signals] INFO: ✓ Patched: PatrolHelicopterAI.FireRocket 23/07 10:59:15 | [Heli Signals] INFO: PatrolHelicopterAI Harmony patches applied successfully! 23/07 10:59:15 | [Heli Signals] ====== Harmony Patching Complete ====== 23/07 10:59:15 | Loaded plugin Heli Signals v1.2.29 by ZEODE 23/07 10:59:15 | [Heli Signals] INFO: Vanilla patrol Helicopter server event is disabled Any help with this would be appreciated
- 413 comments
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- #helicopter
- #helicopters
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Players can reset the timers on their spoilable food infinitely to avoid placing/powering a fridge It isn't a big deal, and only one person has reported it, but just letting you know
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Hi there, one of our players has seemingly spotted some weird behaviour when food that uses the new spoilage system is added to composters - when the stack is split it seems to reset the spoilage timer We do have a number of other plugins running but with SimpleSplitter unloaded this doesn't happen when adding that kind of food to the composter. Thank you
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- 226 comments
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- 1 comment
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- #lighting
- #light control
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- 49 comments
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- #zombie
- #krungh crow
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- 34 comments
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- #jtedal
- #mad mappers
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I'll try to test this at some point this week. Otherwise, over the weekend, I'll get back to you. Thank you for the fast response!
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Hi Xray I got this plugin yesterday and have been messing around with it, working out what does what, and switching back and forth quite a lot. One issue I have noticed is a stacking issue (it could be related to the stacks plugin - Stack Modifier by Khan) For example, I was out farming some resources and testing the inventory restore which works. But, anything I farmed before switching over to admin mode is in a stack and everything I farmed after switching back to player mode is in a stack. The issue is they can't be merged back together again. It's as if they're two different items. I've added the image below so you can see what I mean. None of those stacks will go back together, but due to the higher stack sizes on the server, they should be able to. It could be a conflict with Stack Modifier as I say, but it happens after switching modes. Any help with this would be greatly appreciated.
