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DiGiaComTech

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Everything posted by DiGiaComTech

  1. Well, sorry to say this is still an issue. Every time my server restarts -or- I reload the plugin it duplicated the hazmatsuit_scientist, and the entire Loadout. (MP5, Syringe, & Grenade). And I cleared but settings file an had it create a new one, even checked for the new code that displays errors from the other support request. HeliCrashEvent.json
  2. DiGiaComTech

    Missing Icons...

    DERP! Now don't I feel silly That was it the whole time.
  3. DiGiaComTech

    Missing Icons...

    Well, it was working before and I didn't change any settings. And the settings were the first things I checked when I noticed the issue. "Map Markers": { "Marker Name": "Raidable Base", "Radius": 0.33, "Radius (Map Size 3600 Or Less)": 0.33, "Use Vending Map Marker": true, "Show Remaining Loot When No Owner (PVE)": true, "Show Remaining Loot When No Owner (PVP)": true, "Show Owners Name on Map Marker": true, "Show If Purchased On Map Marker": true, "Use Explosion Map Marker": false, "Create Markers For Buyable Events": true, "Create Markers For Maintained Events": true, "Create Markers For Scheduled Events": true, "Create Markers For Manual Events": true },
  4. DiGiaComTech

    Better Logging...

    I know we all have other things to do outside of Rust development ... but could you please update your plugin's logging to better inform server owners of issues? Something like this for example... private bool TryGetValidGroundPos(Vector3 basePos, out Vector3 groundPos, float radiusMin = 1f, float radiusMax = 25f) { groundPos = Vector3.zero; string function = "Heli Crash Event » TryGetValidGroundPos: "; for (int i = 0; i < 100; i++) { // Random point around the crate/crash var offset2D = UnityEngine.Random.insideUnitCircle.normalized * UnityEngine.Random.Range(radiusMin, radiusMax); var testPos = new Vector3(basePos.x + offset2D.x, basePos.y, basePos.z + offset2D.y); // Start the ray from *above* everything to avoid “inside collider” issues float startY = Mathf.Max(basePos.y + 200f, TerrainMeta.HeightMap.GetHeight(testPos) + 200f); var rayStart = new Vector3(testPos.x, startY, testPos.z); var rayEnd = rayStart + Vector3.down * 500f; RaycastHit hit; if (!GamePhysics.Trace(new Ray(rayStart, Vector3.down), 0f, out hit, 500f, GroundMask, QueryTriggerInteraction.Ignore)) { ServerConsole.print($"{function} Invalid Ray Hit Position @ {hit.point}, try {i+1}!"); continue; } // Reject steep slopes (cliff faces) float slope = Vector3.Angle(hit.normal, Vector3.up); if (slope > 45f) // tune this { ServerConsole.print($"{function} Invalid Slope ({slope} > 45°), try {i+1}"); continue; } var p = hit.point; // Reject deep water float waterlevel = WaterLevel.GetWaterDepth(p, false, false); if ( waterlevel > 0.2f) { ServerConsole.print($"{function} Invalid Water Depth ({waterlevel} > 0.2m), try {i+1}!"); continue; } // Nudge up a bit so the NPC doesn’t clip into ground due to capsule/skin width p += Vector3.up * 0.15f; // Optional: ensure there’s room for a human-sized capsule at that spot (prevents spawning inside rocks/props even if ground hit is valid) if (UnityEngine.Physics.CheckCapsule(p + Vector3.up * 0.1f, p + Vector3.up * 1.8f, 0.35f, ObstructionMask, QueryTriggerInteraction.Ignore)) { ServerConsole.print($"{function} Inadequate Capsule Space @ {p}, try {i+1}!"); continue; } groundPos = p; return true; } return false; } Note that the log entries indicate the Plugin & Function they originated from and pertinent information, in some cases the number of tries (for later statistical analysis, see 2000 issue below). And for that last one, the Capsule Height wasn't invalid as it's a fixed value, there was simply Insufficient Vertical Space at that position to allow the NPC to be spawned (i.e., accuracy of language). The reason for all of this was that my server was crashing because it was sending 2000 'Invalid Water Depth' log entries (see attached). And at that time I had no idea where they were coming from until my Game Host indicated it was happening after HeliCrashEvent was called. Sorry for being terse, and am NOT trying to be a jerk. Just trying to help make this plugin better for all. 2026-09-09_T0100.txt
  5. DiGiaComTech

    Missing Icons...

    Not sure if your plugin or Rust itself is doing this, but after the recent updates I'm getting the 'Colored Circles' where the bases are spawned, but I am no longer getting the 'Icons' that when hovered over pop-up the info about that base.
  6. Every time the server restarts and/or the plugin is loaded it is adding another duplication of the previous contents to the list (see attached). As you can see, it took me a LONG time to notice this issue. Perhaps this is causing the periodic server crashes PineHostting said was causing my server to crash (but I can't see how). HeliCrashEvent.json
  7. According to PineHosting this is a known BUG in the plugin... Hello, I looked through the logs the crashes start right when a Heli Crash Event fires Disable HeliCrashEvent restart the server this is apparently a know bug on some maps.
  8. DiGiaComTech

    Polls

    How about updating is so it can take polls when a player is leaving the server? I see allot of ''Hit & Run" players on my server and it would be nice to allow them a change to tell me why they are leaving. Granted they can just leave it unanswered but if "never asked then never answered".
  9. Would you add the ability to: 1. Call the crash to a specific location. --- I.E., An admin can call the Heli crash to their location -or- provide a set of coordinates (see below). 2. Define a set list of locations. --- I.E., Have a data file the plugin randomly selects locations from with a random within circle adjustment so it doesn't crash in exactly the same place every time. Also, we have had instances where a Heli Crash occurred on a player base and greatly damaged it. So perhaps a method and/or options to make them avoid bases by X meters and/or not do any damage to bases at all. ThanX
  10. Done and posted.
  11. I've noticed that lately none of the Scientists on the server have any loot in their inventories once killed, scarecrows do. Was having issues with SpawnNPC crashing the server when Scientists were killed that were set to drop from the list of loot containers that plugin provides provided. Setting all scientists to use default loot cleared the crashes but they are still not dropping any loot.
  12. DiGiaComTech

    No Pilots!?...

    Sorry for the delay in getting back to this, been too busy with other things. Note that this was working before my initial post and stopped working a few Rust updated back (don't recall when it stopped exactly). Haven't changes in settings for NPCspawn but it is up to date. v3.1.9 as well. Every other aspect of this is working just fine, just can't get the Scientists to wear hazmatsuit.pilot. Also note that no Scientists on my whole server are dropping any loot. so perhaps it's a NPCSpawn issue
  13. DiGiaComTech

    V1.1.0 Not Loading...

    The new version isn't loading on my server when trying to update to new release of NpcSpawn. .. 10:55 [Info] Unloaded plugin LootManager v1.0.9 by Adem 10:55 [Error] Unable to load LootManager. Timed out waiting for compilation 10:55 [Info] Previous version of plugin failed to load: LootManager Old version 1.0.9 cs file was replaced by 1.1.0.
  14. DiGiaComTech

    No Pilots!?...

    Upgraded to the latest version and set the NPC to the Pilots (hazmatsuit.pilot, tried with period and underscore) but still getting the Blue Scientists. HeliCrashEvent.json
  15. I notices that if I reload the Buried Treasure mod this notification goes away.
  16. Not sure if this is your mod but this keeps happening... 10/18 04:56:47 AM | You've successfully pasted the structure 10/18 04:58:18 AM | LoadPrefab - should start with assets/ - 10/18 04:58:18 AM | NullReferenceException: Object reference not set to an instance of an object 10/18 04:58:18 AM | Calling kill - but already IsDestroyed!? crate_tools 10/18 04:58:18 AM | Calling kill - but already IsDestroyed!? loot_barrel_2 10/18 04:58:27 AM | Calling kill - but already IsDestroyed!? 10/18 04:58:27 AM | Calling kill - but already IsDestroyed!? 10/18 04:58:27 AM | Calling kill - but already IsDestroyed!? 10/18 04:58:27 AM | Calling kill - but already IsDestroyed!? 10/18 04:58:27 AM | Calling kill - but already IsDestroyed!? 10/18 04:58:27 AM | Calling kill - but already IsDestroyed!? 10/18 04:58:27 AM | Calling kill - but already IsDestroyed!?' ... x infinity And ideas? Perhaps some dead item class names in the base files being loaded & removed from the map?
  17. Been gaming & coding since the late 70s.  Am currently working on a couple of Rust mods and have a well established mod for DayZ called 'Airdrop-Upgraded'.  Check out my Rust server '[US] More Rusty 5x' and my Discord at ... https://discord.gg/EFhypPAxta

    I also dabble with Unity3D game development (my banner image is some procedurally generated terrain I coded).

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