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Everything posted by IIIaKa
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Welcome to the ExtendedStats Plugin Discussion Section! Hello! This section is exclusively for discussing ExtendedStats plugin. Encountered Issues? If you're facing any difficulties with the plugin's functionality, feel free to create a topic in the Support section for assistance! Ideas and Suggestions? Have ideas to share or new features to suggest? Feel free to start a discussion by creating a topic in the Support section. Feel free to share your thoughts and experiences - together we can make our plugin even better!
- 4 comments
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- #rust
- #reputation
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Hello. I noticed that not all Featured plugins are pinned. Currently, there's a limit of 15. I suggest that the remaining Featured plugins, which don't fit, be displayed every 5(for example) items. This way, the money spent on purchasing the Featured status will not be wasted for those whose plugins did not fit when content is loaded for potential buyers. Because I have to refresh the page 2-3 times to see my plugin. I don't think potential buyers will just refresh the main page 2-3 times. And if the number of featured plugins increases, then the chances of your plugin being seen will decrease, especially if you haven't updated your plugin in a while.
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Yes, the problem arises because the HumanNPC plugin has the exact same name as the in-game class HumanNPC that my plugin references. So, when starting/restarting, the compiler mistakenly thinks my plugin refers not to the in-game class but to the plugin, leading to an error. That's why detailed information is crucial.
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Which modification are you using? uMod or Carbon? Also, I need to know the list of installed plugins. Because this error indicates that HumanNPC does not contain skinID, although this is not the case. HumanNPC is a class from Rust itself, which, through multiple inheritances, inherits from BaseEntity and has the skinID property. You should check the integrity of this file: *SERVER*\RustDedicated_Data\Managed\Assembly-CSharp.dll
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Unfortunately, I haven't received any responses from the developers of these plugins. This conflict (warning) arises from different views among plugin developers on what non-null value should be returned to prevent 'vanilla' behavior in this situation. In my opinion, the correct value to prevent 'vanilla' behavior is the boolean value false, not true. I will stand by my position, but in any case, this warning will be resolved in the next update.
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Changed Status from Work in Progress to Closed Changed Fixed In to Next Version
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Unfortunately, I haven't received any responses from the developers of these plugins. This conflict (warning) arises from different views among plugin developers on what non-null value should be returned to prevent 'vanilla' behavior in this situation. In my opinion, the correct value to prevent 'vanilla' behavior is the boolean value false, not true. I will stand by my position, but in any case, this warning will be resolved in the next update.
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Changed Status from Work in Progress to Closed Changed Fixed In to Next Version
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If the issue persists, feel free to report it in this thread.
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Changed Status from Work in Progress to Closed Changed Fixed In to 0.1.4
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If the issue persists, feel free to report it in this thread.
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Changed Status from Work in Progress to Not a Bug
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Calling hook OnNpcTarget resulted in a conflict between the following plugins: RealPVE - False (Boolean), ArcticBaseEvent (True (Boolean)) Calling hook OnNpcTarget resulted in a conflict between the following plugins: NpcSpawn - True (Boolean), RealPVE (False (Boolean)) Hello, in your plugin, you return true to prevent targeting your NPC. Could you change true to false? It is more logical. NpcSpawn: private object OnNpcTarget(NPCPlayer attacker, CustomScientistNpc victim) { if (attacker == null || !IsCustomScientist(victim)) return null; if (_config.CanTargetNpc) return null; else return true; } private object OnNpcTarget(BaseAnimalNPC attacker, CustomScientistNpc victim) { if (attacker == null || !IsCustomScientist(victim)) return null; if (_config.CanTargetAnimal) return null; else return true; } Like this(I think the check for attacker == null is unnecessary): private object OnNpcTarget(NPCPlayer attacker, CustomScientistNpc victim) { if (attacker == null || !IsCustomScientist(victim) || _config.CanTargetNpc) return null; return false; } private object OnNpcTarget(BaseAnimalNPC attacker, CustomScientistNpc victim) { if (attacker == null || !IsCustomScientist(victim) || _config.CanTargetAnimal) return null; return false; } Alternatively, this avoids the unnecessary IsCustomScientist check. But I'm not entirely sure, it needs to be checked: private object OnNpcTarget(NPCPlayer attacker, CustomScientistNpc victim) => _config.CanTargetNpc ? null : false; private object OnNpcTarget(BaseAnimalNPC attacker, CustomScientistNpc victim) => _config.CanTargetAnimal ? null : false; private object OnNpcTarget(NPCPlayer attacker, ScientistNPC victim) => null; private object OnNpcTarget(BaseAnimalNPC attacker, ScientistNPC victim) => null; HumanNPC: public BaseEntity GetBestTarget() { BaseEntity result = null; float num = -1f; foreach (BaseEntity player in Brain.Senses.Players) { if (!(player == null) && !(player.Health() <= 0f) && Interface.CallHook("OnNpcTarget", this, player) == null) { float value = Vector3.Distance(player.transform.position, base.transform.position); float num2 = 1f - Mathf.InverseLerp(1f, Brain.SenseRange, value); float value2 = Vector3.Dot((player.transform.position - eyes.position).normalized, eyes.BodyForward()); num2 += Mathf.InverseLerp(Brain.VisionCone, 1f, value2) / 2f; num2 += (Brain.Senses.Memory.IsLOS(player) ? 2f : 0f); if (num2 > num) { result = player; num = num2; } } } return result; }
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Hello, you probably have "Bar - Display Layer(https://umod.org/guides/rust/basic-concepts-of-gui#layers)" set to "Overlay". Change "Overlay" to "Hud"(AdvancedStatus config). I appreciate that you explained the issue in detail.
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Changed Status from Pending to Work in Progress