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Everything posted by rustfoxgaming
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Hi why i see this? at Oxide.Plugins.FerryTerminalEvent.OnNpcTarget (BaseEntity attacker, BasePlayer victim) [0x0003d] in <d1bcc4a85dee4089963a23f9b02005aa>:0 at Oxide.Plugins.FerryTerminalEvent.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00d71] in <d1bcc4a85dee4089963a23f9b02005aa>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0 (18:51:12) | Failed to call hook 'OnNpcTarget' on plugin 'FerryTerminalEvent v1.1.8' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.FerryTerminalEvent.OnNpcTarget (BaseEntity attacker, BasePlayer victim) [0x0003d] in <d1bcc4a85dee4089963a23f9b02005aa>:0 at Oxide.Plugins.FerryTerminalEvent.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00d71] in <d1bcc4a85dee4089963a23f9b02005aa>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0 (18:51:13) | Failed to call hook 'OnNpcTarget' on plugin 'FerryTerminalEvent v1.1.8' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.FerryTerminalEvent.OnNpcTarget (BaseEntity attacker, BasePlayer victim) [0x0003d] in <d1bcc4a85dee4089963a23f9b02005aa>:0 at Oxide.Plugins.FerryTerminalEvent.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00d71] in <d1bcc4a85dee4089963a23f9b02005aa>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0 (18:51:13) | Failed to call hook 'OnNpcTarget' on plugin 'FerryTerminalEvent v1.1.8' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.FerryTerminalEvent.OnNpcTarget (BaseEntity attacker, BasePlayer victim) [0x0003d] in <d1bcc4a85dee4089963a23f9b02005aa>:0 at Oxide.Plugins.FerryTerminalEvent.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00d71] in <d1bcc4a85dee4089963a23f9b02005aa>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0 (18:51:14) | Failed to call hook 'OnNpcTarget' on plugin 'FerryTerminalEvent v1.1.8' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.FerryTerminalEvent.OnNpcTarget (BaseEntity attacker, BasePlayer victim) [0x0003d] in <d1bcc4a85dee4089963a23f9b02005aa>:0 at Oxide.Plugins.FerryTerminalEvent.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00d71] in <d1bcc4a85dee4089963a23f9b02005aa>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0 (18:51:14) | Failed to call hook 'OnNpcTarget' on plugin 'FerryTerminalEvent v1.1.8' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.FerryTerminalEvent.OnNpcTarget (BaseEntity attacker, BasePlayer victim) [0x0003d] in <d1bcc4a85dee4089963a23f9b02005aa>:0 at Oxide.Plugins.FerryTerminalEvent.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00d71] in <d1bcc4a85dee4089963a23f9b02005aa>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0 (18:51:15) | Failed to call hook 'OnNpcTarget' on plugin 'FerryTerminalEvent v1.1.8' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.FerryTerminalEvent.OnNpcTarget (BaseEntity attacker, BasePlayer victim) [0x0003d] in <d1bcc4a85dee4089963a23f9b02005aa>:0 at Oxide.Plugins.FerryTerminalEvent.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00d71] in <d1bcc4a85dee4089963a23f9b02005aa>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0 (18:51:15) | Failed to call hook 'OnNpcTarget' on plugin 'FerryTerminalEvent v1.1.8' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.FerryTerminalEvent.OnNpcTarget (BaseEntity attacker, BasePlayer victim) [0x0003d] in <d1bcc4a85dee4089963a23f9b02005aa>:0 at Oxide.Plugins.FerryTerminalEvent.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00d71] in <d1bcc4a85dee4089963a23f9b02005aa>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0
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MarkerManager - Failed to compile: There is no argument given that corresponds to the required parameter 'destination' of 'MemoryExtensions.ToLower(ReadOnlySpan<char>, Span<char>, CultureInfo)' | Line: 201, Pos: 33
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cette error i have juste after death the zombie, players too see this error when death ZombieHunter.json
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Bug Report: Critical Asset Loading Error on Zombie/NPC Death Error Log: Plaintext Prefab 'assets/prefabs/npc/murderer/sound/death.prefab' requires asset scene 'AssetScene-props' to be loaded first. UnityEngine.Debug:LogError(Object) %411b4d6a98792c2ea74e10ca2b432fbced13358e:%a9c38c6a43dc9dfa317c18f5f42dea6e30fbd5d8(String) %d001012e89279351df72a9c096a391eb368c68ef:%6885290f5fe1a4770c3670ad6f6c38efb17d2004(String) 1. Root Cause Analysis (Why is it crashing?) Following Facepunch's recent updates regarding Rust's asset management, the game engine now uses dynamic scene loading (AssetScene). The old audio prefab path "assets/prefabs/npc/murderer/sound/death.prefab" (inherited from the old legacy Halloween Murderers) has been moved into a secondary asset scene called AssetScene-props. Because this specific asset scene is not preloaded by the server when the plugin attempts to call the prefab, any attempt to instantiate or play this sound directly from a hardcoded string path causes a dependency failure. Unity completely refuses to load the isolated audio file and immediately throws an arborescence error in the console. 2. Server Impacts (What does it cause?) Console and Log Spam: The error triggers instantly every time a zombie or an NPC configured with this sound effect dies. On populated servers with multiple active spawns, the console and log files (Log.Econ.txt / compiler.log) get continuously flooded, making server monitoring and troubleshooting impossible. Performance Drops (Server Stutter): When an asset fails to load this way, Unity attempts to resolve the missing dependency on the server's main thread. This temporarily freezes the network tick loop, causing micro-stutters, packet loss, and sudden lag spikes for players during active combat. Broken Sound Effects: The death sound never plays, breaking the audio immersion for the players. 3. Exact Technical Solution to Apply in the .cs Code You need to clean up the source code by removing the reference to this obsolete audio prefab path. There are two clean ways to fix this in your .cs file: Option A: Replace with a modern and stable prefab path Replace the old string path with a current NPC death prefab (such as the Scarecrow death effect) that does not rely on any unloaded external asset scenes. Obsolete line to delete: "assets/prefabs/npc/murderer/sound/death.prefab" Recommended replacement line: "assets/prefabs/npc/scarecrow/effects/scarecrow_death.prefab" Option B: Correct the effect instantiation method If the plugin triggers the death effect manually inside a hook like OnEntityDeath or during entity destruction, use the native Effect.Server.Run manager with a valid prefab: C# // Example fix inside the Zombie death handling method: if (entity != null) { // Using a valid effect path that does not require 'AssetScene-props' to be preloaded Effect.Server.Run("assets/prefabs/npc/scarecrow/effects/scarecrow_death.prefab", entity.transform.position); } Please update the plugin's source code in the next update to stabilize server performance and stop the console log spam.
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Regarding the error: 'Prefab 'assets/prefabs/npc/murderer/sound/death.prefab' requires asset scene 'AssetScene-props' to be loaded first.' It is highly likely that this issue does not appear on your end because you are testing in a local environment where all base game assets are pre-loaded in your cache. On live hosted servers, this dependency does not resolve automatically at startup, which triggers this console error. Could you please add a check in the plugin code to ensure the AssetScene-props is initialized or verified before the Murderer NPC attempts to call this specific death sound prefab? Also, as for the AI, adding visual auras is a nice feature, but it does not address the core issue of NPCs moving and shooting in straight, predictable lines. Is there any plan to implement a more advanced movement logic or a target-finding algorithm for these zombies? Thank you for your understanding
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Hello, I am encountering an error in my console related to the Murderer NPC: 'Prefab 'assets/prefabs/npc/murderer/sound/death.prefab' requires asset scene 'AssetScene-props' to be loaded first.' I have set the option in the configuration to true, thinking it would resolve the issue or improve functionality, but the error persists. Could you please look into this? Also, I have noticed that the bots are currently shooting in a straight line without much variation. Is it possible to make the NPC AI more intelligent or improve their targeting/accuracy settings in a future update? Thank you for your help.
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Hello and thank you, I wanted to know if it's possible to charge players with scrap to get one of your vehicles.
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2x Better Loot Config (BetterLoot V4 Compatible) - August Update
rustfoxgaming commented on MrLou_'s file in Customizations
- 6 comments
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- #2x loot table config
- #2x loot table
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(and 24 more)
Tagged with:
- #2x loot table config
- #2x loot table
- #2x betterloot config
- #2x server config
- #x2 loot
- #loot config
- #loot
- #alphaloot 2x
- #2x alphaloot config
- #2x better loot tables
- #2x loot tables
- #2x rust server loot
- #x better loot config
- #2x better loot
- #2x server files
- #2x rust server loot table
- #2x server
- #optimized loot table
- #2x optimized loot table
- #moderate boosts
- #betterloot v4
- #better loot v4
- #deep sea
- #naval update
- #rust deep sea
- #rust naval
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Can you add an auto spawn? I have to connect with my admin account every time to make things spawn, it would be great
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Can you put auto spawn arround outpost or bandit please?
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no i have SimplePVE
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- 154 comments
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- #red button
- #button
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(and 2 more)
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Hello, and thank you for the plugin. The trap with the C4 does not kill players, and the scarecrow does not attack
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RoamingNPCs.jsonOxide thx
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"Controls timer tick (0.01 - 1)": 0.1, "Enable periodic bot reinitialization? (can improve performance)": true, ok i put now
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Hi, thanks for your reply. Just to clarify: I do not have rubberbanding or movement issues like in the link you sent. My issue is server performance, not client lag. Here are the exact numbers we tested on two different servers: With 8 RoamingNPC bots: • Server 1 (Vanilla+, ~80 plugins): 10 FPS • Server 2 (PvE X2/X5/X10, ~170 plugins): 19 FPS With 4 RoamingNPC bots: • Server 1: 154 FPS • Server 2: 87 FPS EntityCount stays almost the same, so the problem is not entity generation. The performance drop clearly comes from CPU usage per bot (AI, scanning, pathfinding). This is why I think the issue is related to RoamingNPC’s update frequency or AI load, not rubberbanding.
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Hello, We found a major performance issue with RoamingNPC on two different servers. With 8 RoamingNPC bots: Server 1 (Vanilla+, ~80 plugins): 10 FPS Server 2 (PvE X2/X5/X10, ~170 plugins): 19 FPS After reducing to 4 bots: Server 1: 154 FPS Server 2: 87 FPS EntityCount stayed almost the same on both servers, so the problem is not entity generation but CPU usage per bot (pathfinding, scanning, AI updates). Could you please check if RoamingNPC can be optimized or if update frequency could be reduced? Thanks.
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Thanks, for the price you could create an interface to manage the loot.
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yeees pnj loot so much