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Jackelmyer

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Everything posted by Jackelmyer

  1. Jackelmyer

    NPC's Breaking Mod

    I'm trying to get the error back. breaking things as I go. X-D Of course I didn't save anything. >.>
  2. Jackelmyer

    NPC's Breaking Mod

    Did you create a kit with his plugin using the murder_kit_1 kit name? Might be murderers_kit_1. It was whatever was in the RaifableBases json config. I remember copying that name specifically because I was trying to edit and load the kit in a custom way I'll try to reproduce the issues in a moment.
  3. Jackelmyer

    NPC's Breaking Mod

    The kit's plugin is the following. version 4.4.0, form UMod by killy0u Rust Kits 4.4.0 as far as the log files, I've looked in the files "oxide.compiler_<date>.log" and oxide_<date>.txt. As well sa the log files within the logs/RaidableBases folder. Nothing shows the NavMesh error or any errors after spawning an NPC. Good times. 🙃 Regarding the Kit used and it's configuration, Not 100% sure. >.< It was a bow, a machete, hide armor I believe, and 100 arrows. Was trying to make a primitive type kit for Easy Bases. The really weird thing is I copied my whole oxide folder when I DMed you and didn't have Kits in it. Now I'm wondering if that was for another issue when I DMed you my oxide folder. hrrrrm. so the CreateLoadout, if I had weapons of a Wooden Bow and a Machete, the NPC will randomly get one of these? Same for the armor then yeah? That's AWESOME if so! Thank you!
  4. Jackelmyer

    NPC's Breaking Mod

    I've been writing this out as I update/change and test. Bare with me here. I do have some questions at the end after "SOoooo...". X-D But so that you can see what I went through and tested, here you go. Spawning only Scientists seems to have at least improved the issue. Disabling all Murderers from spawning (Raid Tier 3 Profiles Expert and Nightmare are already setup like this) by setting the amounts of murderers to 0, amount and min amount. 2 Server restarts and 35-60 base spawns. No issue. The only thing I can think I did that could have impacted murderers was use the Kits plugin and created the murderer_kit_1 kit so I could edit it. Thinking the murder_kit_1 was just non-existent as I couldn't find where to build a murder_kit_1 in Raidable Bases anywhere.. Which... I removed. Removed the kit I created with the Kits plugin called murder_kit_1 and now everything seems to work. 2 Server restarts, 30+ base spawns and all is good. Murder NPC's were often stuck as nakedish as far as gear worn, which may be a good indicator that this is an issue. Oof. That was a pain. lol. I think it may be good to add to the NPC documentation something like "Warning: Do not add kits with any plugin using the kit names listed above. Example: Do not add murder_kit_1 with the Kits plugin or any other plugin". My final thought on this is, I wonder if there's a way to wrap the NPC Creation overall in an exception handler, capturing the entity of the NPC, and attempt to remove the entity if an exception is thrown. Just to keep NPC's flowing in the event of any kind of error. I'm fluent in C# but have zero understanding of Unity or Rust's implementation of Unity code so I'm not 100% sure where to poke at to assist with this. Or a ta minimum , if possible, wrap the whole NPC creation process in an exception handler and spit out any kind of error details available or even just a "Error Creatiing NPC" with the Puts() method. Just to narrow down issues if someone's having them. SOOooo. I could use some help figuring out how to change the gear and load out for NPC's. What are the kits? murder_kit_1, murder_kit_2, etc. Can I create new kits? Does it matter if I create kits? If Murderer (items) and Scientist (items) determine what the NPC will wear, I don't understand what this is used for. It looks like "Murderer (Items)" and "Scientist (Items)" define what the NPC's wear and wield as far as armor, clothing, and weapons. With random skins applied. Is there a way to make that varied? Like some murderers wear metal face mask, some wear coffee can? Does armor apply to the NPC's protection? Do weapons given determine base damage? I.E. any damage modifiers are applied to the base damage of a weapon? "Spawn Alternate Default Scientist Loot", I assume these are alternate loot tables for what the scientists could drop? Lastly, I'm assuming the Drop On Death Loot Table works just like the Loot Tables for bases. Example: "Scientist Items Dropped On Death": [ { "shortname": "ammo.rifle", "name": null, "amount": 30, "skin": 0, "amountMin": 6, "probability": 1.0, "stacksize": -1 }, { "shortname": "ammo.shotgun", "name": null, "amount": 50, "skin": 0, "amountMin": 6, "probability": 0.50, "stacksize": -1 } ] Some Notes: All code changes were reverted to go back to what I downloaded from this site once I figured out the kit was the problem. Something that you probably do in test but proved the NPC's were being positioned correctly was a C# change I made. The following: In the SpawnNpc method, after the brain object is defined, I added a Puts() call spitting out the exact position of the NPC being created. Before where I thought an error would occur and where I thought the actual coords were being finalized. HumanoidBrain brain; Puts("NPC Position: x = " + position.x.ToString() + ", y = " + position.y.ToString() + ", z = " + position.z.ToString()); Provided an output of: You've successfully pasted the structure [RaidableBases] raideasy9 @ O5 : 72 items [RaidableBases] NPC Position: x = 328.7178, y = 15.21388, z = 867.2875 [RaidableBases] NPC Position: x = 342.7837, y = 14.7575, z = 896.2714 [RaidableBases] NPC Position: x = 313.864, y = 16.93336, z = 885.471 [RaidableBases] NPC Position: x = 313.5033, y = 15.98435, z = 904.3372
  5. Jackelmyer

    NPC's Breaking Mod

    So still an issue. Kinda notice scientists spawned seemed to have less of a problem. I did find a way to print out the position of NPC's that spown, X, Y, and Z of the Vector. Nothing seemed strange there either. Still poking at it.
  6. Jackelmyer

    NPC's Breaking Mod

    So I'm changing... if (NavMesh.SamplePosition(target, out _navHit, radius, NavMesh.AllAreas)) to if (NavMesh.SamplePosition(target, out _navHit, radius, 25)) That alone didn't fix it. Still getting the error. I just did a full wipe and the following I believe is the seed you're looking for. Generating procedural map of size 3500 with seed 1550274600 Trying it all again now after doing the wipe.
  7. Jackelmyer

    NPC's Breaking Mod

    Sorry, I forgot that seed gets converted from the command line. I'll give that a try and get you the proper seed. Just woke up. It'll be a few. 😁
  8. Jackelmyer

    NPC's Breaking Mod

    Sorry, scrolling through the thread. Is this a work around I can do? A lot of detail in there and it all looks more like Unity Code work.
  9. Jackelmyer

    NPC's Breaking Mod

    Just DMed you files. What I noticed... That smaller bases, Easy, Med, Hard, that spawn on beaches, seemed to have the potential for NPC's to spawn in deeper water. and the issue to occur more frequently. Though I have Kill Under Water NPC's (or whatever that is) enabled, it miiight be a thing? Testing so far: Easy, Medium, Hard Profiles, NPC's disabled. Issue stopped occurring. Removed Raidable Bases. Issue stopped occurring. Current Test: Disabled Bases spawning on beach. Issue still occurring. So much for that idea. Was testing the water thing while I wrote this. Yeah. I'm at a loss. I can get the Raid Bases to work. But NPC's? No go. Seed: jack1234 world size: 3500 Command Line for my server: -batchmode +app.port ##### +app.listenip ###### +app.publicip ####### +server.ip ###### +server.port ###### +server.queryport ###### +rcon.ip ####### +rcon.port ##### +rcon.password ###### +maxplayers 60 +datadir ###### +server.identity ###### +hostname "Jacks PVE/NPC/Raidable(building)" +server.seed jack1234 +server.worldsize 3500 -nonetworkthread
  10. Jackelmyer

    NPC's Breaking Mod

    Yeah i don't think it's from something else. I say that because the error spams my logs/console right after I get a console message that a base was successfully pasted. Something comes in to spawn NPC's right after the base is pasted and the error starts firing. I also don't have another NPC mod and when I unload Raidable Bases. the issue goes away. I'm disabling NPC's for now with Raidable Bases to see how much better it gets.
  11. Jackelmyer

    NPC's Breaking Mod

    Sorry, I think I don't understand. What do you mean you don't spawn anything off the nav mesh? do you mean you only spawn indoors?
  12. Jackelmyer

    NPC's Breaking Mod

    Yeah this is the only mod I have that brings in NPC's. hrrrm. It's definitely coming as an issue with Raidable Bases spawned NPC's. I disable the mod, restart the server, connect, several times, no issues. Crud. Is their a better way to generate a procedural map to help avoid something like this?
  13. Jackelmyer

    NPC's Breaking Mod

    I'm frequently getting the following error in my console. Failed to create agent because it is not close enough to the NavMesh. It has to do with the NPC's after doing some research. If I execute "ai.killscientists" in the console in game, the issue clears up and all NPC's get wiped out Murderers and Scientists. Is there a way to help NPC's avoid this issue? This Error, when it occurs, also is causing subsequent NPC's that spawn to lose logic and behavior. New NPC's that spawn when this error is occuring and the error is spamming the console/log, do not move, shoot, or respond to a players presence. While the NPC's that spawned before the error starts happening, continue to behave as normal.
  14. I'm going to assume this is how people ensure the TC get's loaded with resources. lol. I've been struggling with that. Thank you!
  15. Out of curiosity, does base_loot get loaded into base containers first? before difficulty loot? and are they cumlative? So... if my base_loot/easy bases.json gives 100 scrap If my difficulty_loot/easy.json gives 50 scrap does my base first get 100, then another 50? does my base get 50 only? does my base get 50 the difficulty then finds out base_loot is higher and gives only 100?
  16. SWEET! Thank you! That helps a lot! 😄
  17. Right now it shows the icon of the item, the amount and the min amount it seems for items that have been configured. The one other main value that would be really nice to see at a glance is "Probability". That would make the whole list shown of what's selected in the file fully usable at a glance without having to drill into the details of every item.
  18. If Amount = 0 or I believe Probability = 0, definitely Amount = 0 as per documentation, then the item will not spawn. Often used as place holders. Would be great to have a check box that only shows items that will spawn in a base.
  19. I'm able to load all files that are provided by the pack I bought from Raidable Bases! Thank you! I'm going to be doing edits tonight. If anything goes sideways I'll let ya know. 🙂
  20. So here's what I edit the /Base_Loot/Easy Bases.json to... Then here's what it resets to. Every time I restart the server.
  21. Tossed you the file so you can confirm. Once the update pushes I'll test with all files that are provided by the Raid Bases Tier 3 pack. Thank you!
  22. Yeah I paid for it with Raidable Bases Tier 3. I'll try to send it in a moment via DM.
  23. Yeah I didn't delete the file. Documentation for raidable bases says to prevent an item from being added to loot, you can set the Amount field of that item to zero. So that's what I did. Set all amounts for the 4 items to zero. It reverts to all amounts being "1" after restarting the server.
  24. Jackelmyer

    Base_Loot Keeps resetting

    I've been working with the following file. oxide/data/RaidableBases/Base_Loot/Easy Bases.json. It has 4 items in there. I wanted to disable them all. So I set Amount 0. Every time the server restarts, Easy Bases.json seems to get recreated. All my changes are lost and the original file returns. I changed the following setting in the Easy Bases.json under Profiles as well, hoping it would stop changing the Base_Loot/Easy Bases.json file. Didn't work. However it appears that I'm no longer getting Base_Loot loaded in my bases. Not really sure what the Base_Loot is for if we can't maintain edits.
  25. I'm trying to load any of the Tier 3 package loot tables from Raidable Bases. I select the json file, any one of the ones that come with the Tier 3 package, and it crashes the app. No errors. 1. Open RustRBLootEditor.exe 2. Select "Load" 3. Choose one of the Loot table sin the folder path "oxide/data/RaidableBases/Difficulty_loot" 4. RustRBLootEditor just closes. No errors. No warnings. I can create a new loot table file, save it, close the app, reopen the app, and load the newly created loot table file. Something seems to be going sideways there.
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