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IIIaKa

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Everything posted by IIIaKa

  1. 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; }
  2. 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.
  3. Changed Status from Pending to Work in Progress
  4. 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.
  5. IIIaKa

    Zombie Horde

    @original4d
  6. 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.
  7. 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!
  8. IIIaKa

    Scrap

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

    Scrap

    Added. Please download the file again.
  10. IIIaKa

    Scrap

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

    Scrap

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

    Scrap

    Changed Status from Pending to Work in Progress
  14. IIIaKa

    Bug with Jetpack from David

    If you have anything to add, feel free to write in this thread.
  15. 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.
  16. IIIaKa

    Bug with Jetpack from David

    Changed Status from Work in Progress to Closed Changed Fixed In to 0.1.1
  17. IIIaKa

    Idea

    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%.
  18. It's also worth considering 'griefing.' For example, two friends, one with PvP and one with PvE: the PvP friend sits on the roof and kills everyone, while the PvE friend runs around and loots them. Similarly, with raids, a PvE player can body block rockets or doorways. It's also necessary to think about prohibiting PvP and PvE players from living together.
  19. The idea is interesting, but for PvP players, it will be a bit stressful since they won't be able to distinguish a PvE player from a PvP player. They will shoot at PvE players, thereby revealing their location to other PvP players.
  20. IIIaKa

    Activity Rewards

    Probably in the next update, I will separate each reward category into individual files and assign them their own versions. This way, it will be more convenient to configure them, and they will not depend on the plugin version.
  21. IIIaKa

    Activity Rewards

    I'm sorry it turned out this way. Usually, configuration files are reset during an update, so I recommend always making a backup. This is done because updates can include changes to the configuration file structure, and if a forced update is not performed, there could be issues. Because FloatReward can contain non-integer numbers, while IntReward can only contain integers. Initially, there was only FloatReward, and it had many non-integer values, so I made 1 unit of IntReward equal to 0.1 of FloatReward. These are the default values, you are free to choose whichever values you prefer. Just make sure to create a backup before updating to a new version.
  22. IIIaKa

    Bug with Jetpack from David

    You are welcome.
  23. IIIaKa

    Bug with Jetpack from David

    I will send the file in the PM
  24. IIIaKa

    Bug with Jetpack from David

    Try this: using System; namespace Oxide.Plugins { [Info("Test", "Test", "0.1.0")] class Test : RustPlugin { void OnEntityMounted(BaseMountable mount, BasePlayer player) { Puts($"START"); var parent = mount.GetParentEntity(); if (parent != null) Puts($"{parent.GetType()}\n{parent.GetType().Name}\n{parent.skinID}"); var vehicle = player.GetMountedVehicle(); if (vehicle != null) Puts($"{vehicle.GetType()}"); Puts($"END"); } } }

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