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Everything posted by Malkizid
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That's precisely what I did. It must be an issue with the Convoy plugin then. The screenshot is from a Convoy NPC config. I reported here as the console error was from NpcSpawn. Perhaps I should open a ticket with Adem?
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This actually happened to us in August and September, also only in the underground. we use random map seeds. Its nothing to do with the Customisation Preset. It is a bug with map spawn and like Aimacak said it can only be fixed with RustEdit. I discovered it happened when the train went into one of the Depots (the dead ends where trains can spawn in the underground) the train would hit the dead end then reverse and continue its route backwards. This was definitely because of some map bug. The plugin seems to account for this by sending the train into reverse, when it encounters a block for too long, in this case the dead end. Which it can only get to by a bad rail network. Unfotunately the only options I know of aside from fixing the map, are to disable underground spawns in the ArmoredTrain config or to have backwards driving trains
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it may be "just an API" but it does an excellent job and provides great functionality for many plugins that depend on it. Now even comes with an easy to use config containing some simpe rules that govern the overall behaviour of the NPC's. Did I mention it's always been free, now that's community care at its best
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I appear to have made a mistake, probably just an oversight on my part. I was not aware that this ammo type did not work before. The buck shot for the multiple grenade launcher. I have a convo NPC equipped with it. Can somebody confirm if this is currently unsupported? Thanks so much for your time and consideration. Kind regards, Manky (16:31:22) | Couldn't find prefab "assets/prefabs/ammo/40mmgrenade/ammo.grenadelauncher.buckshot.prefab" (16:31:22) | System.NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.NpcSpawn+CustomScientistNpc.FireGrenadeLauncher () [0x000ba] in <a7c78756e2b54f4197ae57d30221eb56>:0 at Oxide.Plugins.NpcSpawn+CustomScientistBrain+CombatState.StateThink (System.Single delta, BaseAIBrain brain, BaseEntity entity) [0x00142] in <a7c78756e2b54f4197ae57d30221eb56>:0 at Oxide.Plugins.NpcSpawn+CustomScientistBrain.Think (System.Single delta) [0x000d5] in <a7c78756e2b54f4197ae57d30221eb56>:0 at BaseAIBrain.DoThink () [0x0000d] in <3aec307eee464538bf0b5313d5ab1ad7>:0 at HumanNPC.ServerThink (System.Single delta) [0x0001a] in <3aec307eee464538bf0b5313d5ab1ad7>:0 at NPCPlayer.ServerThink_Internal () [0x0000d] in <3aec307eee464538bf0b5313d5ab1ad7>:0 at HumanNPC.TryThink () [0x00000] in <3aec307eee464538bf0b5313d5ab1ad7>:0 at AIThinkManager.DoProcessing (ListHashSet`1[T] process, System.Single budgetSeconds, System.Int32& last) [0x00014] in <3aec307eee464538bf0b5313d5ab1ad7>:0 (16:31:23) | Couldn't find prefab "assets/prefabs/ammo/40mmgrenade/ammo.grenadelauncher.buckshot.prefab"
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Not that it's any solution to anybody but I'd like to add we've had none of these pathfinding issues with Convoy since Convoy Revorged was released or during this months Fresh wipe with the world update. however its also important to note that I have disabled the experimental pathfinding and only use the older version. For now I recommend only using the below setting for a perfectly stable convoy: "Route Settings": { "Type of routes (0 - standard (fast generation), 1 - experimental (multiple roads are used), 2 - custom)": 0, Its also worth noting I have disabled the Vanilla travelling Vendor this wipe, in anticipation of it interfering with the convoy routes. I think this will help some people until the experimental route options can be improved. Custom routes also work fine, if you have the time and patience to properly make one.
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I've tried to read over all the previously mentioned ideas in the thread so far, most of them relate to or directly address my only real issues with the site and those are the already mentioend search functionality improvements. The only other minor thing I could think of would be to implement some extra filters on the plugin main search page, in the area on the right in the attached screenshot. If it was possible to search by / or sort by author for example, on the main plugin search page, using a simple filter seleciton from the drop down menu, choosing author, to display plugins by author instead of all plugins in an A-Z fashion. I suggest this as other methods of clicking a plugin, asset or tool then scrolling around to choose "find their other files" can be a bit convoluted and irritating sometimes, especially considering the pages are generallydominated by extra large imagery making text difficult to find. My eyes must filter too much. Otherwise, all seemse pretty great to me - keep up he good stuff!
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Bythe way, I have a question regarding V2, we have both Loottable and Ganja, however the Ganja items don't show in the Custom Items section of the Loottable Gui. Should I simply "re-create" the custom items with their Skins, IDs etc. in LoottableGUI so that I can add them to our custom loot ? Or should they automatically be visible like in the updated screenshot on the plugin page ? Thanks for any advice.
- 1,078 comments
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- #loot
- #customloot
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- 1,078 comments
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- #loot
- #customloot
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- 1,078 comments
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- #loot
- #customloot
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I think in the current version of Convoy you must go to the loot section, and change Enable spawn loot from prefabs": true, then choose the prefab of the crate you have configured in "Loottable and Stacksize GUI" in the section "Prefab displayName": "Clear the standard content of the crate": false, "Setting up loot from the loot table": { "Enable spawn loot from prefabs": false, "List of prefabs (one is randomly selected)": [ { "Prefab displayName": "assets/bundled/prefabs/radtown/underwater_labs/crate_food_1.prefab", "Minimum Loot multiplier": 1, "Maximum Loot multiplier": 1 } ] },
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I dont have your plugin, I'm interested in it and only discovered it yesterday here on Codefling. I liked your design and saw the discussion so wanted to share some ideas and some of my thoughts. We've used other stats plugins on our server and they are ok but far too simple or not interesting for PvE servers, I see more potential here with your plugin and would consider getting it
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Nice work, neat plugin. Certainly looks better than other similar ones we have used. I suggest adding an (optional) dark theme too for the gui Also players love to compare stats with eachother, so it would be very nice to see the option for players to compare or see other players stats on the server. one other idea, for PvE servers it would be good to show stats for pve actions, like "events" completed or "animals" killed or funny things like deaths by npc type (and name) so "animal type" like a chicken or bear or "npc name" which would display the custom or default npc name
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- 1,380 comments
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- #leveling
- #progression
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I think if you add the wolf skull (plus any other items you dont wish to recieve multiples of) into this part of the config, it should do what you asked; "Harvesting yield blacklist [items listed here will not be affected by the harvesting yield perks]": [], in this case the item name is "skull.wolf" and the config line should then look like this: "Harvesting yield blacklist [items listed here will not be affected by the harvesting yield perks]": [ "skull.wolf" ],
- 1,380 comments
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- #leveling
- #progression
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I know little to nothing about programming or writing code myself, other than looking for obvious cues in c# or how .json should be formatted but after seeing the effects on Plugin functionality after such changes FacePunch make to the game, I can understand the amount of work that has to be done and how easily those changes can break all the work all plugin devs do. I appreciate it all!
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Thank you Jbird for your reply and consideration and passing this information onto KpucTaJl. I'm glad I was clear enough, I was concerned my examples were not so concise. Those optons you mentioned as universal settings would be really useful and hopefully could improve the API / Plugin without reducing performance. Optional aggression levels such as defensive (shoots back at attackers) or aggresive (shoots on sight) or passive (ignores all) would be excellent if feasible. Thanks again. Best regards, Manky
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We have the same issues on the server I admin for, the owner got this and we set it up - all seemed fine until, well what you said. Otherwise it generally works but editing the .json is next to impossible and the UI of the plugin is abysmal, unresponsive and if you ever need to update the set up you made in game, using the ui it stops responding and must be erased, to input all event times again. Random start, best idea but does not function on 30 min intervals or any variations. Its a shame, simple and clever idea gone a bit awry. An update of the ui appearance and functionality or simplification of the configuration file for simple .json editing would actually benefit this plugin a lot. Unnoficial (unowned review) as a user of this plugin is 2 out of 5 stars I hope this can get a short re-write or a proper update to fix or improve upon these issues.
- 248 comments
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- #eventmanager
- #manager
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Hi Jbird, thank you for your reply! Indeed. I'm aware of all the possible configurations to limit this, but then it limits their performance against the player. So thats not an option for us. However we have a quite a few bots from events (mainly using NpcSpawn, such as Convoy, HarborEvent, ArmoredTrain, GasStationEvent etc.). One issue is that NpcSpawn bots attack vanilla Scientists. Which we dont want (as they spawn from bradleys or at monuments etc) or when they spawn from Bradleys in the Convoy event, the Convoy NpcSpawn bots start killing the Scientists spawned from Bradleys. When we use BotRespawn profiles to send reinforcements which are set to defend the event NpcSpawn bots, the NpcSpawn bots attack the other. When this is intended it is fine, we have roaming npcs or at monuments, some are supposed to be aggresive and some are not. Which makes for great diversity. So the problem is all our events that use NpcSpawn as a dependency give us no targeting control other than Kill all on sight or kill none and get killed. or when the config is set to false "Can NpcSpawn NPCs attack other NPCs? [true/false]": NpcSpawn bots simply dying from not being able to defend themselves from aggresive roaming bots (such as our zombies and various aggresive roaming or monument based profiles) Another such scenario is the BradleyGuards event, which sends NpcSpawn scientists as reinforcements, who then kill the vanilla scientists at Launch site. Which are not supposed to be hostile to them. They then target other friendly botspawn profiles we have in the area, which are mean to attack the players with the NpcSpawn bots but instead they start a small war and erase eachother. That's why it would be really great if NpcSpawn bots could only attack when attacked (defend themselves) and not simply attack any other bot type on sight. This seemed to work before in older versions when the config did not exist, by editing the older .cs file as written in the description "with If you need Npcs to be able to fight with other Npcs, then set the value of CanTargetOtherNpc inside the plugin to true" I understand if its not worth the work, or you are afraid of performance issues, or simply dont want to do it. But it would allow dynamic PvE servers like ours that depend on 3 various bot plugins to have full dynamic interractions, while NpcSpawn can still maintain out of the box simple functionality it provides.
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That's strange, we're using the latest version and not seeing these kinds of errors. Did you make sure to backup then create a new configuration file when updating from the previous plugin version? Best to allow the plugin to create a new config then ammend it with the options you use from your previous one.
- 279 comments
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- #updates checker
- #plugin
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Hi, thanks a lot for providing the new configuration file in recent updated for easier manipulation of Npcs, it really helps a lot. Instead of having to change the .cs file each time an update is required. Just to be irritating I have a request / suggestion. the config line I use: "Can NpcSpawn NPCs attack other NPCs? [true/false]": true, The only negative side to this is that, the npcs always attack any other npcs (vanilla or from BotReSpawn for example) if they are agressive or not. So would it be possible to add another related parameter, that makes it so NpcSpawn bots only attack when provoked? Or would it be possible for me to edit this in the plugin? Ufortunately I don't know how to write C#
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Hi there, BotReSpawn NPC's cause the new Rust TravellingVendor (IceCream van) to shit iteself when they encounter eachother on the roads. a sample from console repeeated spam: KeyNotFoundException: The given key 'Hunter Camelia[2611237]' was not present in the dictionary. Perhaps it is also related to TruePVE, not sure. Happens with some other npc plugins we use such as ZombieHorde too The vendor cant decide to drive past them or not and if they are hostile it will kill them but eventually bugs out with console spam. I forgot to save my logs so I'll edit this post with more solid info as soon as I can.
