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miniMe_rust

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Everything posted by miniMe_rust

  1. Hey nivex, I got several reports from players on my servers, that Raidable Bases did spawn the very same base 2 or even 3 times in a row, which can be very annoying. Hence the question whether the "randomly" selected raidable bases can be made more "random", e.g. by adding them to a list so that you can see that this base was spawned recently, and Raidable Bases picks another one? Oh, on my servers players have to use "/buyraid" but I don't allow to choose which base to spawn. That is the random part I'm speaking of. I have roundabout 20-35 different raidable bases per difficulty from easy, medium, hard, expert up to nightmare. All the bases are correctly added to config and can be spawned. Usually bases are picked in more-or-less random order. But *sometimes* the plugin picks the same base several times in a row. Understandable, that players don't like it. It would be great if you could look into this. Thanks again for a great plugin and all your hard work! Here is the original feedback from one of my players:
  2. miniMe_rust

    Raidable Bases

    Hey guys! Any idea where I can check items which have recently been removed from the game? I've got 1 raidable base (a large one with copypaste file >2MB) which gives me this error, which looks like an invalid item copypaste tried to spawn and fell flat on it's face: Failed to execute OnFrame callback (Object reference not set to an instance of an object) at void Oxide.Plugins.CopyPaste.PasteEntity(Dictionary<string, object> data, PasteData pasteData, BaseEntity parent) in /home/container/carbon/plugins/CopyPaste.cs:line 2614 at void Oxide.Plugins.CopyPaste.PasteLoop(PasteData pasteData) in /home/container/carbon/plugins/CopyPaste.cs:line 1636 at void Oxide.Plugins.CopyPaste.PasteLoop(PasteData pasteData)+() => { } in /home/container/carbon/plugins/CopyPaste.cs:line 1640 at void Carbon.Managers.CarbonProcessor.Update() in /home/runner/work/Carbon/Carbon/src/Carbon/src/Processors/CarbonProcessor.cs:line 63 Due to the sheer size of the copypaste file and no information on what to look for I don't know how I can fix the base. Also the error message is not really telling anything - it does not mention what item it was chewing on when it crashed. Any help appreciated -update- I have extracted the prefabs from the copypaste json file prefabs.txt
  3. It seems update 1.7.8 re-introduced the vehicle bug - players can't mount or dismount their vehicles when inside a monument zone. Rolling back to version 1.7.6 solved that issue.
  4. You can click Updates > See Changelog > 1.7.4 > Download
  5. Same here. I first thought the player's minicopter was bugged, but another player couldn't unmount their submarine (so yes, other vehicles are affected, too). It turned out players can't unmount their vehicles when inside a monument, but when they returned to their bases mounting and unmounting worked fine again. Went back to version 1.7.4 - that solved the vehicle problem.
  6. I'm sorry to say the new update 1.7.5 is not good. Players can't unmount their vehicles (minicopter, submarine, etc.) when inside a monument's boundaries. I had to roll back to 1.7.4 for now.
  7. Please have a look at either small or large oil rigs "scientist2"
  8. Hello jtedal, the Naval Update (Feb. 5th) introduced new NPC variants that are currently not covered by the Monument Owner loot protection. While older NPCs are protected, these new entities (specifically at Oil Rigs) can be looted by anyone according to player complaints, allowing non-owners to steal the loot. Could you please add these new NPC types to the protection logic to ensure consistent behavior across all monument types? Thanks for your great work and for keeping this plugin updated!
  9. Huh, then Facepunch must have removed that item quietly. What a pity, players loved that window. Thanks for digging that up - I'm gonna remove that item and hopefully solve it that way. Thanks for your support
  10. Hello there! Since recently - likely wipe day - players are unable to access one of my 4 NPC Shops I have placed in the world. If a player (or myself) tries to access that NPC Shop the vending interface opens for a fraction of a second, only to close straight again. The other 3 NPCs do work fine. Here is the error message that is emitted to the Server console: Failed to call internal hook 'CanLootEntity' on plugin 'NPCShop v2.11.1' [1627232611] (Object reference not set to an instance of an object) at void Oxide.Plugins.NPCShop.ShowUILots(BasePlayer player, ulong ID, bool isAdmin, bool preview) in /home/container/carbon/plugins/NPCShop.cs:line 1562 at void Oxide.Plugins.NPCShop.ShowUIMain(BasePlayer player, ulong ID, bool isAdmin) in /home/container/carbon/plugins/NPCShop.cs:line 1689 at object Oxide.Plugins.NPCShop.CanLootEntity(BasePlayer player, ResourceExtractorFuelStorage entity) in /home/container/carbon/plugins/NPCShop.cs:line 147 at object Oxide.Plugins.NPCShop.InternalCallHook(uint hook, object[] args) in NPCShop.cs/Internal:line 61 Find my "NPCShop.json" config in the attached .txt file. The problematic NPC is "Axel the Axe". Thanks in advance for looking. NPCShop.txt
  11. Hey jtedal! Monument Owner has a tendency to assign monument ownership to offline/sleeping players. Players repeatedly complained about Harbor monument being assigned ownership to a player over and over again, which frankly is quite annoying and defeats the purpose of Monument Owner. It turned out sometimes players log out on their tugboat while being inside Harbor's boundaries, prompting Monument Owner to this behavior. In one case I teleported the sleeper into their base to make it stop, in another case I used killplayer to break the loop. Please check the code and add checks so that sleeping players can't become Monument Owner. Thank you for your great work!
  12. miniMe_rust

    SimplePVE

    Yes to the first question, no to the second. You can configure who can loot owned items or teammates through the /sprules chat command. But - to my best knowledge - this doesn't apply to NPCs and who killed them. You can even prevent other players from looting your player-called supply drops (but not Excavator drops). All in all this is a solid plugin. I use it myself on my 2 PvE servers and it just does the job.
  13. Hey there, a player reported a problem with seemingly loot protection overshooting. The player's teammate died inside the team's base (both players authed on TC) and turned into a bag. The player tried to recover his teammate's inventory by looting the bag - but couldn't due to the bag being protected. We did a little experimentation today and repeated. The player's teammate committed suicide inside the player base. While there was still a dead body looting was still possible, but as soon as the body turned into a bag looting was no longer possible. This shouldn't happen. Here is the relevant part of my rules config (carbon/data/SimplePVE/RulesData.json): "Loot Rules": { "Use Loot Protection": true, "Admin Can Loot All": true, "Teams Can Access Loot": true, "Player can loot other player in PVP Zones": true, "Anyone can open Player called SupplyDrops": true }, Please have a look. Thanks in advance for checking.
  14. miniMe_rust

    Raidable Bases

    Hi @nivex, I would like to suggest an idea - maybe this is something you can imagine to put into Raidable Bases: It would be really nice if players could rate the Raidable Base they just did to help server owners, something simple like "did you like this base?" and yes/no or thumbs up/down. This could then allow for some ranking analogue to rb ladder with the most liked or disliked bases., maybe top 3 and bottom 3 per difficulty. The benefit for server owners would be they see what to add more of, and which bases better to remove. I currently ask my players to do the ranking in Discord but get too few answers. Not everyone is on Discord, and even a ranking there does not guarantee the player actually did that raid. Some just like to prank. Thanks again for a great plugin worth every cent. Players love it!
  15. Hi Nivex, I don't want to overcomplicate things, hence if nobody else requests anything please use your time for more important things. I actually used the Vector3 as key, but saw that it isn't stable for tugboats (yeah, no surprise ) but also not for normal bases. I then converted Vector3.ToString() to cut off every decimal but 2 places after the comma and use that as key. That works, perfect for bases ... good enough for tugboats. Overall this works for me. However, I think getting the NetId for tugboats could be another nice exercise, even though I'm not entirely sure what I'm supposed to do with it. It is probably part of the entity list and might even vanish if a raider actually destroyed the tugboat while raiding it. I really don't know if such a corner case is worth the effort and I'm better off using the NetID for tugboats. So far I get the event start, completion and end. Tugboats often drift a fair bit, so that the position changed when the event ends, which is where I lose the ownerId. But really this is a corner case, and in Discord I have all the needed info when a player asks me what happened to their base. That is all I wanted.
  16. Hi Nivex, thanks again for adding the hooks. I got my plugin working and get proper notifications - the key was to go through the entity list and look for privs in there, fall back to entities if no priv is found (tugboat, shelter). So far, so good. I wonder if hooks could be improved if bases had a unique id generated at event start ownerId and structure type (tc, tugboat or shelter) would be sent at event start subsequent hook fires would include the same unique id for the same base If done in such way one could dump all needed information (especially base owner, base type) into a dictionary and have the info available throughout the entire raid event. The alternatives are a little ... unstable. The Vector3 is not necessarily stable, e.g. for a tugboat, so you can't use it as a key. The same goes for entities or even TCs - they often get destroyed. Also there can be entities from random players giving ambiguity while getting the ownerId. A unique ID for the base would potentially solve a lot of those problems (and maybe create new problems on your side, oof) It might be my lack of experience, but implementing your hooks were a nice learning opportunity for me and gave me those ideas. Thanks again Nivex, you rock!
  17. miniMe_rust

    SimplePVE

    Hey @fullwiped, I can't speak for @Iftebinjan but to me it looks more like a problem with Armored Trains not considering PvE environments. Plugins like SimplePvE recognize e.g. ZoneManager or other event zones like Raidable Bases etc. and let them manage damage and stuff regardless of the surroundings being PvE. This happens transparently and works fine. In my eyes the right call would be to reach out to the Armored Trains author and ask them to check whether they can establish such a zone around their event train to allow proper function also in PvE environments. Just my 2 cents.
  18. Can you please check your OnAbandonedBaseStarted hook? It seems "privs" is empty when that hook fires. I receive data from that hook, but no privs. In other hooks, e.g. OnAbandonedBaseCompleted or OnAbandonedBaseEnded privs is populated, and I can get the ownerId without problem. Thanks
  19. miniMe_rust

    SimplePVE

    Yes, you can set the rules to disable traps (incl. Turrets) and/or prevent damage to a player from traps.
  20. Thanks nivex, I will check my config and make sure the owner is not removed ("Remove Ownership From Bases" and "Remove Ownership From Containers" are both true by default). If I understand you right, I could get the ownerId for instance by checking the first element in privs (will likely contain only 1 in most cases) and reading the ownerId from there. I'm asking because in line 846 there is a call to "TrySetOwner" if the boolean "anon" is false. This seems to depend on "saranon" and might be another pitfall to reliably get the ownerId. Thanks again for your swift reply. I know how to go from here. OnAbandonedBaseStarted(Vector3 center, float radius, bool AllowPVP, List<BasePlayer> intruders, List<ulong> intruderIds, List<BaseEntity> entities, List<BuildingPrivlidge> privs, bool canDropBackpack, bool automatedEvent, bool attackEvent)
  21. Hi @nivex thanks for adding the hooks. I'm currently looking into including those into my logging and got a quick question. "OnBaseSkipped" <- does this one only fire when a base is skipped and just despawned without conversion, or does it also fire when you manually run `/sab` (or when the periodic background scan runs) when the base is not yet eligible to become abandoned? If that hook would fire for "not yet eligible" bases, according to your description only the "OnAbandonedBaseDespawn(List<BaseEntity> entities)" would be usable to signal such a base being removed. But it wouldn't provide the base owner or location. Maybe I'm overthinking this EDIT: It seems only for skipped Bases / Tugboats / Shelters the owner is passed in the signature. As I understand in that stage where e.g. OnAbandonedBaseStarted (or a subsequent hook) fires the ownerId would already have been removed from the entities so that the available info would be "a base became abandoned" but the original owner would be lost. Do I oversee something? Thanks again for your great work!
  22. Check the Monuments folder and find all the JSONs in there, one per monument. Open the JSONs and edit them - you need to enable each of the monuments you want Monument Owner to handle.
  23. miniMe_rust

    SimplePVE

    It usually does exactly that: The little overlay turns red and reads PVP when you're inside a PVP zone.
  24. miniMe_rust

    SimplePVE

    You need to install SimpleStatus alongside SimplePVE to get that status display.

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