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IIIaKa

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Everything posted by IIIaKa

  1. IIIaKa

    Zombie Horde

    Changed Status from Work in Progress to Closed Changed Fixed In to Next Version
  2. 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.
  3. Changed Status from Work in Progress to Closed Changed Fixed In to Next Version
  4. IIIaKa

    Carbon issue??

    If the issue persists, feel free to report it in this thread.
  5. IIIaKa

    Carbon issue??

    Changed Status from Work in Progress to Closed Changed Fixed In to 0.1.4
  6. If the issue persists, feel free to report it in this thread.
  7. Changed Status from Work in Progress to Not a Bug
  8. IIIaKa

    Balance Bar

    Hello, you're talking about BalanceStatus, but this is BalanceBar. I named it that because BalanceStatus was already taken.
  9. IIIaKa

    Hook conflicts

    *del
  10. IIIaKa

    Hook conflicts

    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; }
  11. 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.
  12. Changed Status from Pending to Work in Progress
  13. IIIaKa

    Zombie Horde

    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.
  14. IIIaKa

    Zombie Horde

    @original4d
  15. IIIaKa

    Marine Island

    Darn, I had to scroll through all the screenshots just to find the overview of the map. Could you please pin the overview at the beginning? Thanks.
  16. IIIaKa

    Skull Trophy

    Welcome to the SkullTrophy Plugin Discussion Section! Hello! This section is exclusively for discussing SkullTrophy 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!
  17. IIIaKa

    Scrap

    If you have anything to add, feel free to write in this thread.
  18. IIIaKa

    Scrap

    Added. Please download the file again.
  19. IIIaKa

    Scrap

    Changed Status from Work in Progress to Closed Changed Fixed In to 0.1.2
  20. I just shared some thoughts regarding potential issues. Unfortunately, I don't have time to work on that plugin.
  21. IIIaKa

    Scrap

    Hey, sorry for the late response. I need to check, as the AdvancedStatusDemo plugin was developed before the release of backpacks.
  22. IIIaKa

    Scrap

    Changed Status from Pending to Work in Progress
  23. IIIaKa

    Bug with Jetpack from David

    If you have anything to add, feel free to write in this thread.
  24. IIIaKa

    Bug with Jetpack from David

    Hello, in update 0.1.1, I've added the ability to specify colors for any fuel level percentages, as well as text that will display when at 0%. I've also added ignoring the Jetpack.
  25. IIIaKa

    Bug with Jetpack from David

    Changed Status from Work in Progress to Closed Changed Fixed In to 0.1.1
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