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Everything posted by Malkizid
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Hi Jbird, in my ticket in the MadMappers Discord Adem said "ammo.grenadelauncher.buckshot" isnt supported at the moment. So it was a bit of a dead end. I suppose you can close this ticket too. Kind regards, Manky
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Hi Myst1c, I only saw your messge lastnight. Sorry for the delay and thank you for asking. A few suggestions for stats to track on PvE Server: Animal Kills, (bear, wolf, Shark, Chicken etc,) maybe you have this already? Scientist Kills / Npc Kills / Bot Kills Economics (player RP $ amount) how much money / points in economics player has (I see you already track Economics as an option instead of points. Maybe this can be a separate thing to track?) Events Completed / Events won (example : Convoy, Harbor Event, ArmoredTrain, PatrolHeli Kills, APC Kills) Crates Looted (specifically high value crates, like Hackable Crate / Timed Crate) Player deaths (not PvP deaths) maybe this is already there Raidable Bases completed (RaidableBases already has built in leaderboard but maybe your plugin can listen or track that) RustRewards is often used could listen to api and track that? Bosses Killed would be very nice (specific BossMonster Npcs, could also count as event completed) SkillTree . player experience level, highest level players (also has built in leaderboard, your plugin could track this?) Maybe can track CustomItems ? example EpicLoot , amount of EpicLoot gained or EpicScrap gained One last idea could be amount of Rockets fired (all rocket types) or amount of C4 used and things like this. Amount of shots missed or amount of headshots (maybe use built in tracking data from combatlog, for player hits to an entity or npc or other player) and something funny, to show what killed a player using the built in mechanics so it would show if players were killed by a chicken and how many times or if players were killed by Cargoship or run over by a vehicle etc. I'm not 100% sure what's already in your plugin and what is possible So there's some more ideas - I hope you like them or can do some of them! Best regards, Manky
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- 13 comments
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Hi Jbird, thanks for the update and reply. Yes I'm in the MadMappers Discord, I'll create a ticket and tag Adem there and tag you when I can.
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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.
- 979 comments
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- #loot
- #customloot
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- 979 comments
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- #loot
- #customloot
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- 979 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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- 1,253 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" ],
- 1,253 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!