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Everything posted by Steenamaroo
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Failed to execute OnFrame callback
Steenamaroo replied to BetterDeadThanZed's Support Report in Support
Not really. Easiest thing to do would probably be to just back up your data file, then unload the plugin, delete the data file, then reload the plugin. If the errors go away, there is something wrong with your data file. If not then it's something else, but the data file is most likely as it isn't null checked in the code. -
Failed to execute OnFrame callback
Steenamaroo replied to BetterDeadThanZed's Support Report in Support
Hi, Sounds like maybe your data file has an issue. I can add a null check to suppress the error, and should, but that won't fix the problem. Check your data file to see if it's broken or contents are null. -
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Oh.... "A lock-on rocket is loaded..." Yeah, that'll be it ^.
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Hi, RustRewards has no checks or filters on distance but PlayerRanks does. It ignores kills by explosion or heat, for example, when considering kill distance, to cut out scenarios where a player has thrown a grenade then run, or TPd away. Are the kills in the feed from fire or explosions? If not, maybe this person is using explosive rounds and that's causing PlayerRanks to ignore?
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- 452 comments
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Hi, Thanks for reporting. I'll have to look in to that tomorrow and see what's happening. I'll update you when I know more.
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Hi, What, specifically, were you looking for? Seems Facepunch have introduced a new npc type in certain areas, including the oilrig, which doesn't inherit from BasePlayer, use .userID, or use traditional inventory. Whether alternative approaches are developed in future I can't really say, but, for now, these npcs are fundamentally incompatible with NPCKits/Kits.
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- 452 comments
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Hi, If I had to guess, most likely a call from another plugin. If, for example, that was a BotReSpawn npc you killed, you have the choice of RustRewards managing and issuing the reward, though the value set in its UI, or BotReSpawn managing the reward through the 'RustRewardsValue' set in its own UI. It's a per-profile option under the 'Death' tab. The reason, or advantage, is that RustRewards can only see 'BotReSpawn' as one broad type, whereas using BotReSpawn UI to manage the rewards lets you have different reward values for different profiles. If both are enabled + greater than zero, you'd see two separate rewards coming through. There are other plugins which operate the same way, giving you the choice, so that's where I'd look.
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Hi, No worries - Thanks for the info. Are you 100% sure it's happening when killing npcs? It's a client side update error, which is kind of strange. You'd expect to see that if a player was parachuting and something went wrong, I think.
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I'm really not sure what that could be. I'd have to try to replicate it to find out. With regard to the sense/assist code, there was an issue that would just prevent nearby npcs from locking on to you. A console error was possible, but there shouldn't have been any impact on behaviour, other than failing to engage.
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I did find an issue. I think an object I'm addressing is maybe being disposed of sooner than it used to be. I've patched it now and all seems well. NPCs shouldn't be running to nowhere, though...Not sure what that's about. Can you tell me more?
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Ok, thanks. I'll take a look now.
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Hi, Is global setting NPCs_Assist_NPCs set to true?
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No problem. Have fun!
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Hi, Yes, every profile has a Respawn Timer (in minutes) which you can increase. You'll find it in the 'Death' tab for every profile in the /botrespawn UI.
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Hi there, It sounds like you have Peacekeeper set to true for that profile. Changing it to false in the BotReSpawn Ui should solve the problem.