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PistOffBastd

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Everything posted by PistOffBastd

  1. PistOffBastd

    Better Npc

    Next time yall do a little work on the plugin, would you consider adding Outpost and Bandit to the monuments data, The Hardcore mode server owners would apreciate it.
  2. 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.
  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. 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?
  5. Funny you would say that.
  6. 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.
  7. Would you consider putting the Config in the description section?
  8. 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?
  9. 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?
  10. 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 ?
  11. FAR! OUT! MAN! and thanks I thought I was going to go crazy trying to figure it out. I had tried everything imaginable.
  12. 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
  13. 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
  14. 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.
  15. All in on an option for them to target TCs.
  16. 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...
  17. 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?
  18. PistOffBastd

    Metabolism

    Zlug, did you find a plugin that would do what you were describing? I'm looking for one like that as well.
  19. PistOffBastd

    Craft Menu

    Is research cost fixed to scrap, or can items be included in the research cost? We cant research/craft weapons any longer in Hardcore mode. I still want the players to find that weapon first as opposed to a straight scrap research cost. I didnt want to break the plugin and try this, but is this doable? we'll use researching a revolver as an example: Category": "weapons", "Tier": 1, "ResearchCost": 150, "pistol.revolver": 1 ect.....
  20. PistOffBastd

    Jet Event

    Second on the AlphaLoot.

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