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Everything posted by IIIaKa
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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
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https://codefling.com/files/support/13570-hook-conflict-onnpctarget-with-zombiehorde/ It appears that when zombies enter a monument, they attempt to target a player who cannot loot the monument. I've written(05.16.2024, still no answered) to the plugin author, to see how we can resolve this.