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PistOffBastd

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Everything posted by PistOffBastd

  1. PistOffBastd

    "Same Key"

    Sorry, this was 100% Self Inflicted. I dropped your files, in their folder.
  2. PistOffBastd

    "Same Key"

    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()
  3. PistOffBastd

    Better Npc

    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()
  4. PistOffBastd

    No Radiation

    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
  5. 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?
  6. Funny you would say that.
  7. Seeing the config would help me see "in my head" how it works, thats all. Can I dress them up with kits to look like players that whoop out a hand cannon, what biome or monuments can i put them in, ect... lots of questions. Its a great concept.
  8. Would you consider putting the Config in the description section?
  9. PistOffBastd

    Better Npc

    Next time you guys do a little work on the Plugin, would you consider the option for the NPCs to defend player deployed supply signals?
  10. Yes indeed, dropped it in the config folder, SMH...Thanks
  11. PistOffBastd

    Error while compiling

    I'm receiving the following: Error while compiling RandomRaids: 'ulong' does not contain a definition for 'userid' and no accessible extension method 'userid' accepting a first argument of type 'ulong' could be found (are you missing a using directive or an assembly reference?) | Line: 286, Pos: 66
  12. The event is occurring at the same Gas Station all the time, Is it supposed to alternate between them? or once it picks one, that's it for the wipe?
  13. Custom Location: The plane is landing at the desired location of the drop. the Marker is right where the plane lands, then the plane taxies for a distance and then makes the drop. How would i need to change the data, for the drop to occur, where I'm standing ?
  14. FAR! OUT! MAN! and thanks I thought I was going to go crazy trying to figure it out. I had tried everything imaginable.
  15. I really don't want to put this in support just yet ,figured I'd ask here, Steen has had a handful lately, yall jump in. Are any of yall using the airdrop bots, but also have craftable signals for other things like calling in choppers ect? Im getting defender bots with skinned signals, so either "Ignore_Skinned_Supply_Grenades": true, is broken, or the skins aren't being seen as valid skin IDs. Those are: 1942898011 1942906150 1942896432 1942900715 If its working for everyone else, ill continue to dig. Thanks in advance
  16. PistOffBastd

    Better Npc

    Just to clarify, there is no option so that a player deployed supply signal, will spawn supply drop defenders? I think this answer was tangled into a post about the excavator, but just wanted to make sure. If this is in-fact the case, would you pass on to the Dev that it would probably be a pretty popular option, and many of us would dig it? I've looked at every line in the airdrop event data file and don't see it there, or in the config. Thank You
  17. PistOffBastd

    Update Broke BotReSpawn

    Same here, I have a few individuals that are spawning, but are invisible. Using radar i can find them.
  18. PistOffBastd

    BUG

    THe NPCs are able to pass through the walls of legacy shelters and can shoot through them as well.
  19. PistOffBastd

    Continuous fuse usage

    I kind of noticed this last wipe, but this wipe i started paying attention to it. So if a fuse is in the recycler and the recycler is off, the fuse continues to deplete at the tick rate it would when the recycler is running. The idea posted in the discussion of a power option on a player deployed recycler is a pretty good idea, should time allow for it.
  20. If your going to do a little work on the plugin, would you consider taking a look at how often NPCs use throwables? I like the idea of them having smoke grenades, but they start spamming them, and once it starts, it seems eternal. Unlike the other throwables, the smoke lingers. So perhaps something like 1 throwable every 90 seconds? But its really just the smoke grenades.
  21. All in on an option for them to target TCs.
  22. Can you set a spawn point for a specific animal? I want to do things like put some of those big cats in some of the tunnels, or a stray wolf inside a couple buildings at launch ect...
  23. My NPCs are traveling great distances from their spawn monuments, exceeding their allowed roam range, I've tried restricting them to 10spawn 10 roam and in a few hours I find them 2-3 grids from their parented monument. So i did a test. I spawned 10 into RADTOWN, 1 in particular I stripped naked after it spawned in, used monument addons to trap them in there and set the suicide timer to 5 minutes. 2 hours later there all still there and the naked is doing just fine. I don't think the suicide timer is working, they just wander forever. Anyone else finding them on walkabout?
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