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Everything posted by Malkizid
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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.
- 189 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.
- 270 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.
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@Jacob Rain Yes, I see your naming system is set up correctly, I had to ask though. Damn, there does seem to be some sort of issue there because of FacePunch recent update. I'm running oxide btw but I dont think carbon or oxide is the issue. For now we will just have to hang on and see if there will be a patch. @Steenamaroo have you noticed these issues, would you be able to implement a hotfix sometime soon?
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custom Botnames are working on my test server with the updated version. Are your data folders all intact and set up? Perhaps Botrespawn is laoding the wrong ones? Works on my Monument profiles, default profiles and Customprofiles (which I use for Bosses) also make sure that in the config BotReSpawn.json that the "DataPrefix": "default", matches the prefix of your data files where the names etc. are stored. I dont recommend copying my lazy and messy naming system, but that doesnt matter as long as this is correct.
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Check your data folders, for the botprofiles you had created. They may have been reset or wiped when you updated. oxide/data/BotReSpawn/default-Defaultprofiles.json (or whatever profile.json you are using) each profile within the config should have something like this "BotNamePrefix": "Botnamehere", for the custom name to appear *Edit* sorry it could also be your TemplateData.json too where each monument or biome profile can also assign a "BotNamePrefix": "botnamehere" which should be just above the listed kits you have chosen.
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Check all the configs for those plugins, look for conflicting stacking settings within each config and adjust as required. Then you will have no conflicts with stacks relating to those plugins and Loottable . By default Loottable manages all stack modifiers, you can change this from Loottable or from each plugin that manages its own stacks, like I wrote to izvekland about Furnace upgrades, with a solution.
- 979 comments
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- #loot
- #customloot
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This can happen with any plugins that have their own stack controls when using a stackmodifier. Choose which plugin you want to handle the stacking. In this case its probably simpler to change the setting in FurnaceUpgrades "Auto split cookables": whichever way you prefer, this conflict is a simple fix via your configuration files
- 979 comments
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- #loot
- #customloot
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Clearly it does work properly and compiles without error but some functions are not working and some library references from Rust's updates are clearly missing, for quite some time, as 20K and others have pointed out throughout the year, which is pretty frustrating. It's unfortunate that these issues big or small can not be be easily addressed in a small hotfix, which one would expect from a Premium and otherwise great plugin such as this! We will eagerly await another one of your long overdue but much anticipated and appreciated "rewrites" of your plugin.
- 979 comments
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- #loot
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- 270 comments
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- #updates checker
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Hi Lei, Happy to try help you. its a server variable, also known as a convar. Measurements in rust are usually in meters. so 1.5 is probably that distance. So increasing it to 3.0 would double the range at which the NPC can open the door. If you're not familiar with server variables, the values represented or how to modify them I wouldn't mess with them too much. Yes they are stored and written in your server.cfg file. They usually require a server to be restarted to take effect. They can be issued via rcon or via the in-game console if you have the correct admin priveliges assigned. I wont go into this topic further as it has nothing to do with Steenamaroos plugin. but I recommend reading tutorials on this site, also this is a list of most server variables www.corrosionhour.com/rust-admin-commands/ good luck and have fun.
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They can open doors and do, Like Steenamoroo previously said its not written into the plugin, its default NPC behaviour. I've witnessed this while playtesting many times. its defined by a default server variable: ai.npc_door_trigger_size 1.5 is the default value (npc_door_trigger_size defines the size of the trigger box on doors that opens the door as npcs walk close to it)
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Hi there, did anyone else update Oxide in the last few days? Our server has been updated to the latest version of Oxide and now upon every daily restart we get hours of console spam from Convoy. I observe no conflicts or plugin failures while the event runs on the server just a horrendous amount of spam which freaks out me and our other admins, making it hard to use the console and observer other server actions. For Example this spams thousands of times: 09:10 [Error] Failed to call hook 'CanEntityBeTargeted' on plugin 'Convoy v2.5.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.Convoy.CanEntityBeTargeted (ScientistNPC scientistNPC, AutoTurret turret) [0x00044] in <80c486eb95314833b57b04ea2c83bb4d>:0 at Oxide.Plugins.Convoy.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x015cf] in <80c486eb95314833b57b04ea2c83bb4d>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <795304323ac74a298b8ed190a1dfa739>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 09:10 [Error] Failed to call hook 'CanEntityBeTargeted' on plugin 'Convoy v2.5.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.Convoy.CanEntityBeTargeted (ScientistNPC scientistNPC, AutoTurret turret) [0x00044] in <80c486eb95314833b57b04ea2c83bb4d>:0 at Oxide.Plugins.Convoy.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x015cf] in <80c486eb95314833b57b04ea2c83bb4d>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <795304323ac74a298b8ed190a1dfa739>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 09:10 [Error] Failed to call hook 'CanEntityBeTargeted' on plugin 'Convoy v2.5.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.Convoy.CanEntityBeTargeted (ScientistNPC scientistNPC, AutoTurret turret) [0x00044] in <80c486eb95314833b57b04ea2c83bb4d>:0 at Oxide.Plugins.Convoy.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x015cf] in <80c486eb95314833b57b04ea2c83bb4d>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <795304323ac74a298b8ed190a1dfa739>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 Adem is this something we can fix via configuration, plugin editing or must it be patched out in the next update? Thanks in advance for any info!
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Thrilled to hear that news and really appreciate the reply. We understand you are busy and know how annoying all these Questions can sometimes be, but it makes all the difference to us. Good luck with your re-write and we are really looking forward to the new material, when you are ready to release!
- 979 comments
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- #loot
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- 979 comments
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- #loot
- #customloot
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Hi, We're having a small issue with the Vehicle Ultimate skill "Tank" We have it set to 100% damage reduction, it seems to work fine perfectly when a player is mounted on a vehicle, presumably as intended. but we also use CustomModules by Adem, which adds some additional car modules by using a skin ID I believe. How could we go about adding those to be covered by the skilltree skill? as these new modules still receive full regular damage when a player has the "Tank" skill.
- 1,253 comments
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- #leveling
- #progression
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There are 2 systems in place to manage this. One is a per profile setting in the Behaviour tab of a bot profile, "Don't Fire Beyond Distance 100" set this value to the maxium distance you want to limit specific bot profiles from firing. The other setting you are asking about that overall manages short range weapons is called something like "Limit Short Range Weapon Use" is in the Global settings page of the GUI, to achieve what you asked about, set this to TRUE . if you read through each option on that page, you can't miss it. Good luck!
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I was just about to ask something similar, though I'm actually only curious as to how I could get IQChat to show the player's level data from SkillTree in chat. We used to use BetterChat for the last year but recently began to use IQChat since January's wipe. Very nice plugin too! Well worth the purchase!
- 129 comments
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- #chatsystem
- #chat
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