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Everything posted by IIIaKa
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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.
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- 4 comments
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- #custom map
- #rust
- (and 16 more)
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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!
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I just shared some thoughts regarding potential issues. Unfortunately, I don't have time to work on that plugin.
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If you have anything to add, feel free to write in this thread.
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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.
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Changed Status from Work in Progress to Closed Changed Fixed In to 0.1.1
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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.
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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.
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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.
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- 138 comments
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- 1
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- #rust
- #real
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(and 57 more)
Tagged with:
- #rust
- #real
- #pve
- #pvp
- #solo
- #build
- #friendly
- #raid
- #npc
- #monument
- #monuments
- #loot
- #looting
- #farm
- #newbie
- #custom
- #bar
- #ui
- #cui
- #panel
- #vehicle
- #claim
- #limit
- #limits
- #sleeping
- #bag
- #sleeping bag
- #bed
- #shelter
- #permission
- #permissions
- #vip
- #economy
- #economics
- #rad
- #town
- #radtown
- #queue
- #bypass
- #vehicles
- #raidable
- #base
- #bases
- #raidablebases
- #raider
- #raiders
- #humannpc
- #event
- #events
- #copy
- #paste
- #copypaste
- #plugin
- #plugins
- #umod
- #oxide
- #carbon
- #iiiaka
- #halloween
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You are welcome.
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I will send the file in the PM
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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"); } } }
