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Everything posted by PistOffBastd
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Aight yall , what am i missing here? I plea exhaustion. I get default loot no matter what. [Info("JetEvent", "Razor", "1.8.0")] "Crash Settings": { "Use Jet Crashes": true, "Total Plains To Crash": 3, "Spawn Dead Pilot": true, "How Many Loot Crates On Crash": 1, "Crates On Fire For x Seconds": 180, "Crate Loot From CustomLoot Profile Name": ["Jet_Event"], "Crate Loot Table File Name And Total Item Slots To Use": {} }, [Info("CustomLoot", "Steenamaroo", "1.2.5", ResourceId = 16)] }, "API": { "JetEvent": { "lootTable": "Jet_Event", "maxItems": 11, "minItems": 11, "gunsWithAmmo": false, "noGuns": false, "MaxBps": 3, "WaterPreFillPercent": 20, "ClearContainerFirst": true } Jet_Event.json 162.55 KB Modified 02/04/2026 12:14:40 AM
- 191 comments
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Am I doing this correctly? This is a question more than a support ticket, because i may not be using this field correctly, so here goes. The NPCs are being killed with top tier weaponry in their loot, who knows where there finding it. To prevent this i am using this option in the config, and have created a list: "List of items that won't drop on death": [ "rifle.ak", "rifle.ak.diver", "rifle.ak.ice", "rifle.ak.jungle", "rifle.ak.med", "rifle.bolt", "rifle.l96", "rifle.lr300", "rifle.lr300.space", "rifle.m39", "rifle.semiauto", "rifle.sks", "t1_smg", "smg.2", "smg.mp5", "smg.thompson", "hmlmg", "lmg.m249", "krieg.shotgun", "shotgun.double", "shotgun.m4", "shotgun.pump", "shotgun.spas12", "pistol.semiauto.a.m15", "pistol.m92", "pistol.prototype17", "pistol.python", "pistol.revolver", "pistol.semiauto", "rocket.launcher.dragon", "multiplegrenadelauncher", "rocket.launcher", "rocket.launcher.rpg7" ], That list is creating an error, so im not sure its even working. (after reload) Unloaded plugin Roaming NPCs v0.3.0 by walkinrey & Max39ru [RoamingNPCs Error]: Error converting value "rifle.ak" to type 'Oxide.Plugins.RoamingNPCs+ItemSetup'. Path '['Bots settings'].bob_resources_farmer['List of items that won't drop on death'][0]', line 17, position 20. [RoamingNPCs Error]: Error converting value "rifle.ak" to type 'Oxide.Plugins.RoamingNPCs+ItemSetup'. Path '['Bots settings'].bob_resources_farmer['List of items that won't drop on death'][0]', line 17, position 20. [RoamingNPCs Warning]: The configuration has been restored from the reserve copy [RoamingNPCs Warning]: The configuration has been restored from the reserve copy Loaded plugin Roaming NPCs v0.3.0 by walkinrey & Max39ru ``` But the plugin does load and the NPCs are active the, error does not prevent function. If they are looted in the wounded state, these weapons would still be lootable, because the field prevents drop on death. Would you consider an inventory blacklist of sorts next update?
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Cant really say why, but after a few reinstall attempts, each one a complete eradication of all files, it loaded clean. You can mark it closed.
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Im getting the following error spam, Even afer an " o.unload * " and its the only plugin running. Failed to call hook 'OnEntityTakeDamage' on plugin 'LaunchSiteHelipadEvent v1.1.3' (NullReferenceException: Object reference not set to an instance of an object) Failed to call hook 'OnEntityTakeDamage' on plugin 'LaunchSiteHelipadEvent v1.1.3' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.LaunchSiteHelipadEvent.OnEntityTakeDamage (BaseEntity entity, HitInfo info) [0x00057] in <811e73bb6bdd4f58acb9efd4c32ef864>:0 at Oxide.Plugins.LaunchSiteHelipadEvent.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x001a2] in <811e73bb6bdd4f58acb9efd4c32ef864>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Plugins.LaunchSiteHelipadEvent.OnEntityTakeDamage (BaseEntity entity, HitInfo info) [0x00057] in <811e73bb6bdd4f58acb9efd4c32ef864>:0 at Oxide.Plugins.LaunchSiteHelipadEvent.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x001a2] in <811e73bb6bdd4f58acb9efd4c32ef864>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0
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- 264 comments
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- #event
- #cargoplane
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So if you want the event to run forever to replace the Bradley you'll need to duplicate the following: Set convar: bradley.enabled "false" Then use the following config, with the duration being the most important: "Schedule Setting": { "Enable auto event schedule": true, "Minimum player requires to start event": 1, "Minimum time between events [sec.]": 1800, "Maximum time between events [sec.]": 1800, "Duration of the event [sec.]": 2147483647, "Time before the starting of the event after receiving a chat message [sec.]": 0, "Notification time until the end of the event [sec.]": 600 if you have a plugin such as Monument Bradley, you can relocate your Bradley to another monument.
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Just for clarity. If i do this: /addprefabspawnpoint rustedGates_npc_1 Then when I do this: /removemonumententity, /removemonumententity command, /removemonumententity rustedGates_npc_1, or /removemonumententity spawnpoint I get this Failed to delete entity So what exactly should be typed in to delete the npc? Many of them are passing through he floor and i need to get rid of them.
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Are any of you getting reports that the RNPCs are targeting your sleepers and offline raiding them? I know they will arm themselves with whatever they find, my player went to sleep in a stone 2x2, on log in was naked on the beach and was killed by a scientist with a rocket. Im guessing if one got ahold of a rocket launcher, it could happen if they target sleepers. But the sleeper option isnt in the config. Just mainly curious if anyone else has had a report of it from your players.
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I noticed this a couple of weeks ago, but have just been kicking the can down the road, Ive been getting this with BetterNpc. I sent the same data to those guys, but BetterNpc stops loading at the RandomRaid "Same Key" issue. Im not sure where to turn for support on this one, so ive submitted it to both of yall. If its self inflicted, any idea what i may have done? [CSharp] Started Oxide.Compiler v successfully 22:07:53 [BetterNpc] File Oxum's Gas Station has been loaded successfully! [BetterNpc] File Power Plant has been loaded successfully! [BetterNpc] File Radtown has been loaded successfully! [BetterNpc] File RandomRaids has been loaded successfully! [BetterNpc] File RandomRaids has been loaded successfully! ArgumentException: An item with the same key has already been added. Key: RandomRaids at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x0015a] in <f98723dd4586469db5213ec59da723ca>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <f98723dd4586469db5213ec59da723ca>:0 at Oxide.Plugins.BetterNpc.LoadMonumentSpawnPoints () [0x00085] in <67cc48d67f554c918fe50a8c44414ead>:0 at Oxide.Plugins.BetterNpc+<LoadAllFiles>d__50.MoveNext () [0x0006a] in <67cc48d67f554c918fe50a8c44414ead>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <470ec865e9cd405cbc45cdbc22bb3c0c>:0 UnityEngine.MonoBehaviour:StartCoroutineManaged2(MonoBehaviour, IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) Oxide.Plugins.BetterNpc:OnServerInitialized() Oxide.Plugins.BetterNpc:DirectCallHook(String, Object&, Object[]) Oxide.Plugins.CSharpPlugin:InvokeMethod(HookMethod, Object[]) Oxide.Core.Plugins.CSPlugin:OnCallHook(String, Object[]) Oxide.Core.Plugins.Plugin:CallHook(String, Object[]) Oxide.Game.Rust.RustCore:OnPluginLoaded(Plugin) System.Reflection.RuntimeMethodInfo:InternalInvoke(RuntimeMethodInfo, Object, Object[], Exception&) System.Reflection.RuntimeMethodInfo:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) Oxide.Core.Plugins.CSPlugin:InvokeMethod(HookMethod, Object[]) Oxide.Core.Plugins.CSPlugin:OnCallHook(String, Object[]) Oxide.Core.Plugins.Plugin:CallHook(String, Object[]) Oxide.Core.Plugins.PluginManager:CallHook(String, Object[]) Oxide.Core.OxideMod:CallHook(String, Object[]) Oxide.Core.OxideMod:PluginLoaded(Plugin) Oxide.Plugins.<>c__DisplayClass6_0:<LoadPlugin>b__0(Boolean) Loaded plugin BetterNpc v1.3.3 by KpucTaJl Oxide.Plugins.CompiledAssembly:<LoadAssembly>b__16_0(Byte[]) Oxide.Plugins.<>c__DisplayClass17_0:<ValidateAssembly>b__2() Oxide.Core.OxideMod:OnFrame(Single) Oxide.Core.Unity.UnityScript:Update()
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Some of mine are loading, until it gets to the "same Key" issue, then thats it, none of them load past that. This continues even after i unload RandomRaids. Any clue what I may have done? [CSharp] Started Oxide.Compiler v successfully 22:07:53 [BetterNpc] File Oxum's Gas Station has been loaded successfully! [BetterNpc] File Power Plant has been loaded successfully! [BetterNpc] File Radtown has been loaded successfully! [BetterNpc] File RandomRaids has been loaded successfully! [BetterNpc] File RandomRaids has been loaded successfully! ArgumentException: An item with the same key has already been added. Key: RandomRaids at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x0015a] in <f98723dd4586469db5213ec59da723ca>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <f98723dd4586469db5213ec59da723ca>:0 at Oxide.Plugins.BetterNpc.LoadMonumentSpawnPoints () [0x00085] in <67cc48d67f554c918fe50a8c44414ead>:0 at Oxide.Plugins.BetterNpc+<LoadAllFiles>d__50.MoveNext () [0x0006a] in <67cc48d67f554c918fe50a8c44414ead>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <470ec865e9cd405cbc45cdbc22bb3c0c>:0 UnityEngine.MonoBehaviour:StartCoroutineManaged2(MonoBehaviour, IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) Oxide.Plugins.BetterNpc:OnServerInitialized() Oxide.Plugins.BetterNpc:DirectCallHook(String, Object&, Object[]) Oxide.Plugins.CSharpPlugin:InvokeMethod(HookMethod, Object[]) Oxide.Core.Plugins.CSPlugin:OnCallHook(String, Object[]) Oxide.Core.Plugins.Plugin:CallHook(String, Object[]) Oxide.Game.Rust.RustCore:OnPluginLoaded(Plugin) System.Reflection.RuntimeMethodInfo:InternalInvoke(RuntimeMethodInfo, Object, Object[], Exception&) System.Reflection.RuntimeMethodInfo:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) Oxide.Core.Plugins.CSPlugin:InvokeMethod(HookMethod, Object[]) Oxide.Core.Plugins.CSPlugin:OnCallHook(String, Object[]) Oxide.Core.Plugins.Plugin:CallHook(String, Object[]) Oxide.Core.Plugins.PluginManager:CallHook(String, Object[]) Oxide.Core.OxideMod:CallHook(String, Object[]) Oxide.Core.OxideMod:PluginLoaded(Plugin) Oxide.Plugins.<>c__DisplayClass6_0:<LoadPlugin>b__0(Boolean) Loaded plugin BetterNpc v1.3.3 by KpucTaJl Oxide.Plugins.CompiledAssembly:<LoadAssembly>b__16_0(Byte[]) Oxide.Plugins.<>c__DisplayClass17_0:<ValidateAssembly>b__2() Oxide.Core.OxideMod:OnFrame(Single) Oxide.Core.Unity.UnityScript:Update()
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Im not getting Radiation, no matter how I config it, not sure if its broken or not. "Radiation Settings": { "Use Radiation": true, "Radiation Radius": 40.0, "Radiation Amount": 100.0, "The Lifetime Of The Radiation Pocket In Minutes": 30
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Looking at the config, I'm not sure I can do what id like to with it. I'd like it to completely replace the Bradley with it. To run all the time until its destroyed then 30-45 minutes later start up again. Then i could move my Bradley to another monument Will setting event duration to -1 make it run all the time? If so, the time between events would let me set the respawn time. Do the event NPCs linger after its destroyed, or do they despawn as soon as its over?
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- 86 comments
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- #gas station
- #crates
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