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Everything posted by snapple
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Change `Rust.AI` to `Rust.Ai` in the CS file Its line 12 of the file
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Its not part of Heavy Oil Rig Its the vanilla oil rig event If you take your event completely out of the server... When a player runs oil rig as normal, when the crate in red room is ready to respawn the entire monument fills with radiation. This is a facepunch feature to try and prevent camping oil rig. So now adding in the event, which can happen at any time. This vanilla radiation "reset" of the monument can occur while players are actively running the Heavy Oil Rig event. This cannot be blocked by hazmats or anything, by its facepunch design it is meant to kill anyone who stays in the area. So I'm wondering if resetting the monument puzzle when heavy oil rig event starts would prevent this sort of "conflict" from occurring which prevents people from running the Heavy Oil Rig event. I can't find the devblog explaining it, but Rustafied posted about it here: https://www.rustafied.com/updates/2023/11/2/update-time
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Hi, when the vanilla oil rig crate is trying to reset now it causes massive radiation in the area. This can block people from doing the event for some time or while they are in the middle of the event. Is it possible to reset the monument puzzle when the event starts to avoid this issue from occuring?
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Would it be possible to add an API for Skill Tree to check if a planter box is defended or not? Currently with Skill Tree players can non-stop clone plants that do not belong to them getting blocked by your plugin, but Skill Tree sends through the "Bonus" This is what was suggested to me by Skill Tree developer. That or make it work at Harmony level, but I have a feeling adding an API might be easier.
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So to preface this, I run a PVE server which is heavily modified. I have ~170 plugins - Lots of NPCs, events, ST, all that fun stuff. I often see within a few days 300k+ entities. All this leads to some less than ideal client performance as well as server performacne. So I reached out to Death, got him what he needed to get started on the profiling and thought I would hear back in 24 hours. Not even a couple hours later, he found some major issues with hooks being called too often and a handful of other issues that was resulting in an extreme amount of garbage collection and lag. He had a fix ready for some and in the process of creating other fixes already. The difference was night and day after applying all changes. Client performance went from feeling stuttery and laggy at 40 pop, to actually being smooth as hell, even with the server hitting max pop of 100 for the first time and the following 3 days after. All this to say - I cannot recommend this enough. It was actually kind of crazy the difference it made. Server FPS wise, 170 plugins + 100 online + 500 offline and 300k+ ents, its hard to really get good numbers there without significant work. But it was absolutely more stable. Not seeing huge frame time spikes on saves, GC pressure has gone down by a large margin, and overall everything seems to be working better. NPC movement is smoother, patrol heli seems to function better, and general in game plugin performance feels much smoother. I should note - I did pay further for a plugin to be created with other optimizations and patches, but it was well worth it. No shot my server a week ago would have been able to comfortably withstand 100 online for a few days in a row without the help of Death. 6 out of 5 stars!
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Adding skins is tedious and gets old quick if you process a lot of skin requests... Being able to just type !acceptall is so nice. This should have been one of the first bots I got for my server after now manually adding over 1000 skins. SrMiller is also very respectful and quick to help or respond to questions when he is available. Highly recommend.
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Resolved the issue. I had initially setup the reset commands wrong. It needs to be per level unlock it would appear rather that an all in one in the last level. Thanks for pointing me in the right direction!
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Sent you a DM on discord with more info btw
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Ah, I see where there may be an issue with that. I asked about this in your discord when setting this up. I currently have all these commands in one comma separated list after my last level unlock. It looks like in each level this was added and I never noticed it. ```"List of commands that are fired off when the player data is reset": null``` Does this need to be filled out per level then rather than one list at the end?
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The command resetdata <name> doesn't appear to work from chat, F1 console, or server console. Getting these errors - Console - Failed to call hook 'ResetXPConsole' on plugin 'SkillTree v1.4.12' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.SkillTree.RunResetCommands (System.String playerID, System.Int32 level_achieved) [0x00037] in <2eb7ee76c46544f8801c9e6befa180f8>:0 at Oxide.Plugins.SkillTree.HandleDataReset (BasePlayer target) [0x00060] in <2eb7ee76c46544f8801c9e6befa180f8>:0 at Oxide.Plugins.SkillTree.ResetXPConsole (ConsoleSystem+Arg arg) [0x00093] in <2eb7ee76c46544f8801c9e6befa180f8>:0 at Oxide.Plugins.SkillTree.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x02f57] in <2eb7ee76c46544f8801c9e6befa180f8>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <87ce9ac9776a48658bc55eae6debe38b>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <18d4f19bbc844191b11ed9e69284d09b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <18d4f19bbc844191b11ed9e69284d09b>:0 Chat- Failed to call hook 'ResetXP' on plugin 'SkillTree v1.4.12' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.SkillTree.RunResetCommands (System.String playerID, System.Int32 level_achieved) [0x00037] in <2eb7ee76c46544f8801c9e6befa180f8>:0 at Oxide.Plugins.SkillTree.HandleDataReset (BasePlayer target) [0x00060] in <2eb7ee76c46544f8801c9e6befa180f8>:0 at Oxide.Plugins.SkillTree.ResetXP (BasePlayer player, System.String command, System.String[] args) [0x0006e] in <2eb7ee76c46544f8801c9e6befa180f8>:0 at Oxide.Plugins.SkillTree.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x02f82] in <2eb7ee76c46544f8801c9e6befa180f8>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <87ce9ac9776a48658bc55eae6debe38b>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <18d4f19bbc844191b11ed9e69284d09b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <18d4f19bbc844191b11ed9e69284d09b>:0
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The PVE Mode suggested is an additional layer. There is an extension literally called PVE Mode available here on Codefling which could be used. Otherwise some plugins create a zone based off the "owner" of the event which is determined by doing damage or some sort of interaction with the event and thus prevent anyone else from entering the zone or looting/killing anything inside the event zone. This helps prevent 3rd parties coming into the event and potentially stealing loot.
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- 106 comments
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- #creative rust
- #building
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Yeah go ahead and close! Sorry for the troubles
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Hey, I was not able to test this without other plugins. Been a hectic week apologies. I'm going to assume since I am the only one reporting it and it has only happened on this map (Frostland) that it is a map related issue. I can make another report and do further testing if it follows me to a different map this coming Thursday. Thanks for your time.
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I just have Heavy's selected Here is the NPC config section I am using "NPCs amount(spawn every cargo drop)": 6, "NPCs lifetime(in seconds)": 3600, "NPCs type(NPCs prefab, experimental setting, it is not known how the NPCs will behave) 0 - tunneldweller; 1 - underwaterdweller; 2 - excavator; 3 - full_any; 4 - lr300; 5 - mp5; 6 - pistol; 7 - shotgun; 8 - heavy; 9 - junkpile_pistol; 10 - oilrig; 11 - patrol; 12 - peacekeeper; 13 - roam; 14 - roamtethered; 15 - bandit_guard; 16 - cargo; 17 - cargo_turret_any; 18 - cargo_turret_lr300; 19 - ch47_gunner": 8, "NPCs health(0 - default)": 0, "NPCs damage multiplier": 1.0, "NPCs accuracy(the lower the value, the more accurate, 0 - maximum accuracy)": 2.0, "NPCs attack range": 75.0, "Minimum distance to NPC damage": 75.0, "Message if the player attacks far away NPCs": "NPC is too far away, he doesn't take damage", "Forcibly immobilize an NPC": false,
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This just started for me on this map, so maybe it is somehow a custom map issue (even though it is vanilla airfield) There doesn't appear to be any issues regarding the AI, it just spams this like crazy. Any thoughts on what could be causing this?
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I actually was able to fix it... Changed line 2069 to this { "assets/bundled/prefabs/autospawn/monument/large/trainyard_1.prefab", MonumentName.Trainyard }, The path switched to that from this "assets/bundled/prefabs/autospawn/monument/railside/trainyard_1.prefab"
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No, the look/layout did not change. It was just a prefabID change that messed with a bunch of custom maps + RustEdit... Happened early Nov
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It's nothing personal. I waited literal months before bringing it up again at this point because yeah, I am unsure if this was something actually worked on by the Developer or brought to his attention. This is an incredibly annoying bug that I have dealt with quietly with and have had to deal with a ridiculous amount of drama over. I don't understand why this can't be fixed over the course of all these months. I just wanted to try and bring it up to the developer, not just support.
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It would seem the plugin does not detect trainyard and put a bradley there. I am having to manually create pathing for trainyard. Is this related to the PrefabID change made recently by FP?
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Currently it just locks loot (well just the corpse, not the crate that can drop). This is inadequate for a fight that can last ~10+ minutes. Please add in the ability to lock damage to the boss only from the specific player/team who does a configured amount of damage. Example config of what I am requesting below. "PVE Mode Setting (only for users PveMode plugin)": { "Use the PVE mode of the plugin? [true/false]": true, "The amount of damage that the player has to do to become the Event Owner": 500.0, "Damage coefficients for calculate to become the Event Owner": [ { "Type of target": "NPC", "Damage Multiplier": 1.0 } ], "Can the non-owner of the event loot the crates? [true/false]": false, "Can the non-owner of the event hack locked crates? [true/false]": false, "Can the non-owner of the event loot NPC corpses? [true/false]": false, "Can the non-owner of the event deal damage to the NPC? [true/false]": false, "Can an Npc attack a non-owner of the event? [true/false]": false, "The time until the end of Event Owner status when it is necessary to warn the player [sec.]": 60
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To preface this - I provided video proof of this ~10-12 weeks ago, and this is still plaguing my server with people stealing these crates. "The path to the crate that appears at the place of death (empty - not used)": "***", This crate (any crate hence the '*') that appears, does not fall under the protection of PVE mode. The backpack which is dropped is protected. The crate is not. Again, I provided JBird multiple videos of proof of this, configs, all that in a madmappers ticket. If you need to see these, please reference that as I am not sure you were ever made aware.
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I tried reaching out on Discord, but your DM's are locked to only friends. Didn't want to bother you here with what is a small edge issue. I run a PVE server where I have truepve setup to allow player turrets to target NPC's, and if I manually start up the event the turrets that spawn take out all the guards of the event. I haven't tested to see if this still happens if I reapply the flag turretsignorescientists, but I am assuming since you hadn't noticed it and that it is default config, the problem is likely due to this different setup. Hopefully that makes sense. Let me know if this is an easy fix or if you think its something else entirely!
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- 106 comments
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- #creative rust
- #building
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