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Everything posted by Steenamaroo
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Yeah, looks like that works for both, based on your AlphaLoot snippet. I refined the AlphaLoot check to consider corpse instance ID so it's solid, but what I suggested above is good enough short term. BetterLoot can only go by SteamID so it is what it is, but should be good enough. Let me know if you have any issues but I think that should be it.
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We're over complicating here. I think if you just restore everything to vanilla then remove the corpse null check from IsBRSCorpse, we should be good, so it looks like this public static bool IsBRSCorpse(ulong ID) => BotDeathData.Where(x => x.SteamID == ID).Any(); I've confirmed with BetterLoot. Shouldn't be any different for AlphaLoot but if you're able to confirm that'd be great. Thanks for report and info!
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Thanks for the info. Unfortunately I can't confirm as I don't have Alphaloot but you could, if you're willing? CanPopulateLoot is the relevant part. ShouldBLPopulate_NPC is for BetterNPC. If you were to change the following in BotReSpawn object CanPopulateLoot(ScientistNPC entity, NPCPlayerCorpse corpse) => corp....... to object CanPopulateLoot(BaseEntity entity, LootableCorpse corpse) => corp....... that would confirm what you're saying...if it works.
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I spent time troubleshooting a range of issues, including this, which all stemmed back to duplicate userID issues, across a range of plugins, including my own. NPCKits, CustomLoot, and BotReSpawn were all updated to ensure that npcs, their corpses, and their backpacks, are all 'tied together' and there's no overlap or confusion, even when and npc with ID X is spawned and a corpse for a previous ID X is still on the ground. (this caused corpse loot contents issues.) Such issues in my three plugins (listed) were solved, but that doesn't account for other plugins. For example, we found that BetterLoot was acting upon BotReSpawn corpses on one guy's server, which is why I introduced the 'AllowBetterLoot' with default 'false'. We found that BetterLoot was responsible for greying out the unused slots, and that sharing userIDs (old corpse and new npc) was responsible for corpse loot showing as a single pane, often incomplete. If you use CustomLoot ensure that it is up to date, and ensure that AllowBetterLoot is set to false in BotReSpawn - It's in the Global settings. If that doesn't solve it, I think you'll have to temporarily unload other plugins to find out which, if any, is causing the issues. The primary plugins to consider would be anything spawning npcs, and anything modifying loot.
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I'm struggling to think of an explanation. I haven't had any similar reports and couldn't replicate it myself. When you loot the npc corpse and the issue is observed, do you see the full three containers or just one single container, like you'd see looting a backpack?
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I just checked - All seems to be working fine here. All items from kit contents main/belt/attire are transferring over to the corpse, for me, with current public version. I also had no issues getting loot items from CustomLoot, and also from vanilla loot. Might be worth checking to see if there are any available server or oxide updates? I haven't been keeping tabs but my own server is up to date.
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Hi, I'll take a look in to this now. Someone else reported an inventory related error with NPCKits so I suspect FP may have made changes to the container array. I'll update you shortly. Thanks for reporting.
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It's your choice, of course, but when dealing with major issues and a range of plugins it's always best to isolate and prove. I'm sure your players would sacrifice a plugin or two for a day if the reward was solving the npc issues. Certainly check to make sure all the relevant plugins, and Vanish (if you use it) are up to date. I didn't confirm anything but a few people reported issues with Vanish prior to 2.0.5 which may or may not have compounded things.
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Every npc has a userID, just like real players. In vanilla code Facepunch issue them sequentially, and retire them to a pool for reuse, so there's never two npcs with the same ID, but plugins can spawn npcs with any ID they like so, yeah...any plugin that is manually setting userIDs for its npcs, and isn't checking if that id is in use first, could cause all sorts of problems. I haven't had a report like this since updating in November, and I believe Nivex took measures to plug it at his end. I think I'd temporarily unload the others then see how you go.
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These issues come from having multiple npcs share the same userID. It's only an issue in cases where plugins issue a specific userID, rather than letting vanilla code handle it. BotReSpawn is one such plugin, but I took measures to check if a userID is in use before using it, so it shouldn't be causing problems. It does rely on existing npcs having been added to the vanilla bots list, though, which, I suppose, isn't a guarantee. NPCSpawn doesn't appear to issue custom userIDs, so it shouldn't be a problem either, but all it takes is one npc plugin spawning npcs with custom userIDs, without checking. I guess my advice would be to roundup all the plugins which spawn npcs and figure out which are assigning userIDs by searching .cs for ".userID = ", making sure to include the space. Out of those plugins, I'd temporarily unload any which haven't had recent updates
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Sounds like you've got more than one issue going on, but for the immediate issue, it would be NPCSpawn's config file you'd need to verify.
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and I agree - looking at the error and the code, you most likely have a config file issue. Undoing your last changes and/or checking with jsonlint.com is good advice.
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Hi, The error you pasted is in custom behaviour code for NPCSpawn npcs. You won't see that error in relation to BotReSpawn or ZombieHorde npcs, as they won't have that custom component. If you're seeing a different error with BotReSpawn npcs please do let me know, but all issues arising from November wipe userID changes have been fixed, to the best of my knowledge.
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Yes, you can use BotReSpawn for precise placement. If you want help with CustomLoot, just let me know. It's so simple that it's complicated.
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Hi, There's a bit to unpack there. NPCKits and BotReSpawn have similar UI appearance and control, but are very different. NPCKits doesn't spawn any npcs or modify npc behaviour - It just lets you change things about the populations of vanilla npcs, like names/kits and a few options like weapon drop, corpse duration, etc. BotReSpawn, on the other hand, spawns its own npcs and you have full control over everything about them. They can use all (last I checked) weapons, and have custom behaviour with options for grenade throwing, healing, etc. You can create profiles and have as many, or as few, npcs in those profiles as you want. You can precisely locate the profiles and let BotReSpawn find random spawn points in the area, or you can even add precise individual spawn points per-npc. You can use custom spawn points to have npcs spawn on navmesh that's below ground, like in tunnel environments, and in cases where there's no navmesh it's possibly to set Stationary to true and have npcs which stand still, but will fight. (ideal for tower snipers). With vanilla monuments and precise custom spawn points you add are remembered and will transfer accurately when you change maps, so if, for example, the Airfield moves, the Airfield npcs will move with it. You can also create additional custom profiles and Parent them to vanilla monument profiles, so essentially you could have 2,3,4 or as many Airfield profiles as you like, just using Airfield as an example. For loot you have a few options. You can choose from any of the vanilla loot containers in BotReSpawn profiles, so you can have npcs die and give loot like a medical crate, or elite crate, or...whatever. You can also customise the kits that you give the npcs so you're personalising the loot that way. It also has support for AlphaLoot so 'vanilla' loot will respect AlphaLoot settings, if present, and you can even specify a specific AlphaLoot profile to use, if you want. A final alternative is my free CustomLoot plugin. It's not very intuitive but has the advantage of being the only loot plugin that lets you have unique settings for every single BotReSpawn profile, if you want. Hope that answers your questions. If there's anything you need clarified, please let me know.
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Hi, Thanks for reporting. Can you edit .cs? If so, find if (HappyHourRef) and change it to if (HappyHourRef || first) There's only one exact match in the plugin, so only one edit. If not, just let me know and I'll send you a copy.
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- 447 comments
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Some NPCs die without backpack generation.
Steenamaroo replied to laodu's Support Request in Support
I'm not sure about that but it certainly seems like a reasonable thing to test and confirm. -
Some NPCs die without backpack generation.
Steenamaroo replied to laodu's Support Request in Support
The only options I can think of are either a player looted the corpse empty, or you've reloaded the profile or plugin. I think the latter *should* remove all existing BotReSpawn corpses completely, so I'd bet on the former. -
Some NPCs die without backpack generation.
Steenamaroo replied to laodu's Support Request in Support
No, I understood. Could you confirm these specifics for me, please? Were there corpses for those npcs? Do you have Global option Remove_BackPacks_Percent at 0, and BackpackMinutes for the profile at greater than 0? Could the corpses have been empty, whether due to your settings or due to having been looted? I don't think backpacks spawn if there are no items. If you're allowing corpses for a duration on your server, my suspicion would be that some player has looted the corpse, or it's empty due to settings, then, as such, no backpack spawns because there are no items to put in it. -
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Hi, Sorry for the late reply. Yes. I'll take a look at this. Thanks for reporting.
