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HunterZ

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Everything posted by HunterZ

  1. HunterZ

    Road Bradley

    FYI the new traveling vendor only spawns on maps of size 4000 or greater. ThePitereq might want to think about adapting Road Bradley to a mod that calculates good routes and spawns traveling vendors on smaller maps
  2. You can also just hit a base with a bullet or melee attack to get a status banner if it's being protected.
  3. HunterZ

    Road Bradley

    Thanks! Follow-ups: 1. Your response to the Scarecrows question seems to have got cut off. 8. Does that mean "Scientist Options - Amount Of Scientists To Spawn (might not spawn all of them)" is really a number of waves, and the number of scientists per wave is determined by base game logic? Just trying to understand what exactly turning that knob does so that I can figure out the best setting for my server. Another thing: 9. My players suggested it might be nice if each Road Bradley could jump/respawn to a different route if not taken for too long. I suspect this would be nontrivial because you'd have to maintain timers for each spawned Bradley, but thought I should pass it along.
  4. HunterZ

    Road Bradley

    Just bought this, and I have a couple questions/comments: 1. I'd like this to attack scarecrows (halloween zombies) as I have those enabled on my server, but "Targeting - Target NPC" seems to accomplish nothing? 2. If I try to open a different route in the route editor when one is already open, I get an exception in the server console, and the route editor UI turns blank but stays open until I log out and back in. 3. The Bradley health bar that appears never seems to disappear. Is this intentional? Seems like it should go away if no damage is dealt after some amount of time, or if the player ends up a certain distance away. 4. If I disable "Tank Route - Use longest path", it doesn't seem to spawn at all. My players are asking for more variation in spawning, so I was hoping there was a way to make it pick randomly from one of the >30 auto-generated paths? I think I somewhat understand now: There are basically 3 modes: Use longest path, use automatic path list, use explicit path list - possibly with some overlaps? Might be nice to have "use M longest paths" or "use top N% longest paths". Also might be nice to be able to prefer paths near high-tier monuments. For now I'll just manually tune this on a per-map basis probably. 5. Why did Bradley respawn after only 7 minutes when I set `"Spawns - Respawn Time (in seconds)": 3150,` and `"Spawns - Respawn Time Randomize Value (goes +value and -value from option above)": 450,`? Could it be that a repeating timer in `OnServerInitialized()` is running in parallel to the config-driven one? Edit: Yep, commenting that out seems to have fixed it - I'm just not sure if it will break online player count requirements for spawning. It might be worth considering consolidating respawn alarms into a single member variable, so that the alarm state can be queried, (re)set, cleaned up on plugin unload, etc. 6. The respawned Bradley got stuck on the wreckage of the destroyed one, but I'm not getting any stuck notices after several minutes. 7. I noticed that with "use all default routes" it was picking some very short ones. I tried setting a 100 checkpoint minimum, and it narrowed things down - but when I viewed them in the route editor, some of them have checkpoint numbers starting at 116 or so; seems like a possible bug? Edit: It seems it's because there are checkpoints going in each direction, so probably not a bug. 8. When I set "Scientist Options - Amount Of Scientists To Spawn (might not spawn all of them)" to 5, I get over a dozen scientists. What's that about? Edit: If it matters, I'm running with Carbon and PopUpAPI.
  5. HunterZ

    Raidable Bases

    I've noticed that Raidable Bases consistently pushes plastic chairs off of zip lines onto the ground when configured to eject deployables. I was told that it excludes non-player deployables, but this is clearly not the case.
  6. HunterZ

    Update Checker

    I think you misunderstand: Your code is using local time, because it's calling `DateTime.Now`. This returns local time: https://learn.microsoft.com/en-us/dotnet/api/system.datetime.now?view=net-8.0#system-datetime-now If your intention is for UpdateChecker to use UTC, then your code needs to be changed to instead call `DateTime.UtcNow`: https://learn.microsoft.com/en-us/dotnet/api/system.datetime.utcnow?view=net-8.0
  7. HunterZ

    Update Checker

    FYI, the time offset stuff doesn't really work as intended. It seems this mod uses `DateTime.Now`, which returns server local time. If UTC is intended as the time basis in this plugin, then `DateTime.UtcNow` should be used instead for getting current UTC time.
  8. HunterZ

    Update Checker

    Upgraded from 4.1.7 to 4.1.13, and it now just writes a timestamp to the log and discord instead of saying "all plugins up to date" - is this expected?
  9. Heads up: Carbon is making an API change that breaks ORP. If a fix isn't out yet, here's guidance from the author of Carbon:
  10. HunterZ

    Raidable Bases

    You mean you can't see the times? This is due to Facepunch changes. Facepunch may have a fix coming.
  11. Compared old and new versions, and it looks like the `#endif` at the end of the file got lost. It should be safe to just add that back manually for now.
  12. HunterZ

    Raidable Bases

    FYI Ian from Facepunch replied to me on the Rust Discord with this: https://discord.com/channels/560127830160048128/807653522861457448/1220077192898412606
  13. HunterZ

    Air Drop Marker

    According to the Raidable Bases author, this is something Facepunch broke in the latest update. I don't think there's anything mod authors can do about it at the moment.
  14. HunterZ

    Raidable Bases

    No, he said that mounts always get ejected but deployables are checked for a steamid owner. Based on that, horses being displaced from Ranch makes sense, but chairs and toilets from Oxum's does not.
  15. HunterZ

    Raidable Bases

    This must be broken or missing a corner case then, because it ejected a toilet and two chairs from Oxum's!
  16. HunterZ

    Raidable Bases

    So I accidentally spawned a base on top of an Oxum's, and it permanently pushed a bunch of non-player deployables out of the monument (chairs, toilet, etc.). I also accidentally did this once at Ranch on a previous wipe, and ejected all the horses out lol. Questions: Is there some way to revert them to their original positions, or are they stuck like this until the next map wipe? Is there a way to configure RB so that it ejects player deployables only, and not default ones - or a possible code fix? I noticed that player deployables all seem to have an owner while default ones don't, so it seems like maybe checking for that might work.
  17. FYI, Microsoft has declared war on this app and puts up a big, scary red malware screen when I try to view any of the RBLTE pages here on CodeFling using Edge. VirusTotal doesn't detect any issues with the .zip, so I'm not sure what their deal is.
  18. I'm not running any plugins that would spawn default containers, but I do run RaidableBases, which uses CopyPaste to spawn in bases with player deployable containers, and then the former populates them with loot from its own tables. Here is my current plugin list anyway in case you want to look: Mod Author Version Hook Time Memory Usage Compile Time Uptime AdminRadar nivex v5.3.4 341ms 3.9mb 17ms 7h40m24s AirDropMarker AhigaO#4485 v1.1.1 92ms 8.0kb 35ms 7h40m24s BetterChinookPatrol WhiteThunder v0.2.0 34ms 72.0kb 59ms 7h40m24s CopyPaste misticos v4.1.37 10ms 2.7mb 430ms 7h40m24s CustomVendingSetup WhiteThunder v2.10.3 91ms 8.0kb 277ms 7h40m24s EntityOwner Calytic v3.4.1 2ms 16.0kb 637ms 7h40m24s EternalPlants 0x89A v1.0.1 0ms 0.0b 14ms 7h40m23s Finder MON@H v3.1.1 1ms 16.0kb 66ms 7h40m23s Godmode Wulf/lukespragg/Arainrr/dFxPhoeniX v4.2.14 8ms 348.0kb 92ms 7h40m23s ImageLibrary Absolut & K1lly0u v2.0.62 72ms 11.6mb 328ms 7h40m23s InventoryViewer Whispers88 v4.0.6 1ms 52.0kb 76ms 7h40m23s MagicAirdropPanel MJSU v1.0.2 82ms 260.0kb 38ms 7h40m23s MagicBradleyPanel MJSU v1.0.2 63ms 20.0kb 54ms 7h40m23s MagicCargoShipPanel MJSU v1.0.2 69ms 4.0kb 29ms 7h40m23s MagicCh47Panel MJSU v1.0.2 66ms 16.0kb 29ms 7h40m22s MagicClockPanel MJSU v1.0.3 13ms 1.6mb 29ms 7h40m22s MagicEasterPanel MJSU v1.0.3 65ms 16.0kb 41ms 7h40m22s MagicFpsPanel MJSU v1.0.2 2ms 272.0kb 26ms 7h40m22s MagicGridPanel MJSU v1.0.7 2ms 12.0kb 41ms 7h40m22s MagicHalloweenPanel MJSU v1.0.3 66ms 8.0kb 28ms 7h40m22s MagicHeliPanel MJSU v1.0.4 70ms 16.0kb 31ms 7h40m22s MagicHostilePanel MJSU v1.0.10 3ms 44.0kb 38ms 7h40m22s MagicJoiningPanel MJSU v1.0.3 1ms 28.0kb 28ms 7h40m22s MagicLastWipePanel MJSU v1.0.1 1ms 8.0kb 25ms 7h40m22s MagicPanel MJSU v1.0.8 118ms 3.4mb 162ms 7h40m22s MagicPingPanel MJSU v1.0.5 6ms 144.0kb 40ms 7h40m22s MagicPlayersPanel MJSU v1.0.3 1ms 116.0kb 29ms 7h40m22s MagicRadiationInfoPanel MJSU v1.0.4 3ms 16.0kb 39ms 7h40m22s MagicRadiationPanel MJSU v1.0.3 58ms 744.0kb 39ms 7h40m22s MagicSantaPanel MJSU v1.0.2 76ms 28.0kb 28ms 7h40m22s MagicServerTimePanel MJSU v1.0.6 1ms 24.0kb 26ms 7h40m22s MagicSleepersPanel MJSU v1.0.3 1ms 8.0kb 26ms 7h40m22s MagicWipePanel MJSU v1.0.5 1ms 8.0kb 28ms 7h40m22s MapMyAirDrop ColdUnwanted v0.1.0 122ms 16.0kb 80ms 7h40m22s MonumentAddons WhiteThunder v0.15.0 116ms 1.0mb 899ms 7h40m22s MonumentFinder WhiteThunder v3.1.2 23ms 488.0kb 126ms 7h40m22s NavMeshErrorFix Ryz0r v1.1.1 0ms 0.0b 14ms 7h40m22s OfflineRaidProtection realedwin v1.1.7 169ms 596.0kb 307ms 7h40m22s RaidableBases nivex v2.8.5 469ms 8.9mb 557ms 7h40m22s SortButton MON@H v2.2.0 3ms 12.0kb 108ms 7h40m22s Telekinesis WhiteThunder v3.2.1 0ms 0.0b 82ms 7h40m22s UpdateChecker tofurahie v4.1.3 835ms 0.0b 163ms 7h40m22s WipeInfoApi MJSU v1.1.0 1ms 0.0b 28ms 7h40m22s Edit: And here is the subset that contain `Spawn(`: AirDropMarker.cs CopyPaste.cs CustomVendingSetup.cs InventoryViewer.cs MapMyAirDrop.cs MonumentAddons.cs RaidableBases.cs
  19. Getting a crash on load with the new version (see below for proposed solution): (20:24:49) | Loaded plugin UpdateChecker v4.1.3 by tofurahie [138ms] (20:24:49) | Failed to call internal hook 'OnServerInitialized' on plugin 'UpdateChecker v4.1.3' [1330569572] (The specified path is not of a legal form (empty).) at string System.IO.Path.InsecureGetFullPath(string path) at string System.IO.Path.GetFullPath(string path) at new System.IO.Enumeration.FileSystemEnumerator<string>(string directory, EnumerationOptions options) at new System.IO.Enumeration.FileSystemEnumerable<string>+DelegateEnumerator(FileSystemEnumerable<string> enumerable) at new System.IO.Enumeration.FileSystemEnumerable<string>(string directory, FindTransform transform, EnumerationOptions options) at IEnumerable<string> System.IO.Enumeration.FileSystemEnumerableFactory.UserFiles(string directory, string expression, EnumerationOptions options) at IEnumerable<string> System.IO.Directory.InternalEnumeratePaths(string path, string searchPattern, SearchTarget searchTarget, EnumerationOptions options) at string[] System.IO.Directory.GetFiles(string path, string searchPattern, EnumerationOptions enumerationOptions) x 2 at List<AboutPlugin> Oxide.Plugins.UpdateChecker.GetAllPlugins() in C:/Games/rust/carbon/plugins/UpdateChecker.cs:line 326 at void Oxide.Plugins.UpdateChecker.ClearPluginList()+(PluginInfo cfgPlugin) => { } in C:/Games/rust/carbon/plugins/UpdateChecker.cs:line 361 at int System.Collections.Generic.List<Oxide.Plugins.UpdateChecker+PluginInfo>.RemoveAll(Predicate<PluginInfo> match) at void Oxide.Plugins.UpdateChecker.ClearPluginList() in C:/Games/rust/carbon/plugins/UpdateChecker.cs:line 361 at void Oxide.Plugins.UpdateChecker.UpdatePluginList() in C:/Games/rust/carbon/plugins/UpdateChecker.cs:line 341 at void Oxide.Plugins.UpdateChecker.CheckPlugins() in C:/Games/rust/carbon/plugins/UpdateChecker.cs:line 317 at void Oxide.Plugins.UpdateChecker.OnServerInitialized() in C:/Games/rust/carbon/plugins/UpdateChecker.cs:line 170 at object Oxide.Plugins.UpdateChecker.InternalCallHook(uint hook, object[] args) in UpdateChecker.cs/Internal:line 134 I think the fix might be to modify the `foreach` loop in `GetAllPlugins()` to be as follows: foreach (var check in Directory.GetFiles(Interface.Oxide.PluginDirectory))
  20. So I went ahead and fixed things to use only the default categories, and after running for about 17 hours I noticed a massive amount of CPU and RAM usage incurred - about 20x what any other mods (including Raidable Bases) have used: Mod Author Version Hook Time Memory Usage Compile Time Uptime CustomLoot Steenamaroo v1.2.2 19329ms 1.1gb 164ms 17h6m40s CustomLoot v1.2.2 by Steenamaroo Path: C:\Games\rust\carbon\plugins\CustomLoot.cs Compile Time: 164ms Uptime: 17h6m56s Total Hook Time: 19332ms Total Memory Used: 1.1 gb Internal Hook Override: True Has Conditionals: False Mod Package: Scripts (44) Processor: Script Processor [.cs] Permissions: N/A Hooks: # Id Hook Time Memory Fires Subscribed Async/Overrides 1 1330569572 OnServerInitialized 463ms 9.7 mb 1 True 0/1 2 646977174 OnLootSpawn 17246ms 1.0 gb 149,057 True 0/1 3 3757549339 OnEntitySpawned 1623ms 99.5 mb 466,524 True 0/2
  21. Ah, I see. The default categories are rather arbitrary, so being able to weight those isn't really helpful (especially in my case where the items I'm interested in are all in the same one). I was trying to split some loot into tiers and maintain the vanilla percentages for the contained items. Instead I'll have to do some complex composite probability calculations to implement it at the individual items level I guess.
  22. Just tried using this with Carbon, and discovered what I think is a bug: I wanted to make vehicle_parts (blue plastic trays) have a chance to spawn medium or high quality parts, so I did the following relevant steps: 1. In CustomLoot.json, set the "lootTable" for "vehicle_parts" to "hz_vehicle_parts", which creates "hz_vehicle_parts.json" 2. In hz_vehicle_parts.json, created "Tier1", "Tier2", and "Tier3" entries under "Categories" with various percentages adding to 100 3. In hz_vehicle_parts.json, created "Tier1", "Tier2", and "Tier3" entries under "LootTypes", copied in the corresponding tiers of vehicle parts from the sibling "Component" entry of "LootTypes", and customized min/max stack & condition values And here's the bug: - On first reload of the CustomLoot plugin, the min/max condition values get removed from hz_vehicle_parts.json for my Tier1/Tier2/Tier3 LootTypes entries, but CustomLoot applies them in-game - On second reload of the CustomLoot plugin, it reverts to using the default 90-100% condition range (probably because the values were no longer in the JSON at the time of plugin load) I also tried tweaking the condition ranges under the default "Component" entry of "LootTyes". The values stick in the JSON file but are not used when spawning the items from my Tier1/Tier2/Tier3 categories. I suspect the bug is that CustomLoot is failing to write min/max condition values for custom LootTypes entries in a loot table JSON file.
  23. HunterZ

    Custom Loot

    (duplicate comment)
  24. HunterZ

    Custom Loot

    (moved to support requests)
  25. HunterZ

    Raidable Bases

    How do "time to wait between spawns" and "every min/max seconds" interact? Is "time to wait between spawns" really just meant to apply when spawning multiple bases at once?
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