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Everything posted by Steenamaroo
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Yes, please. If I can't discern anything useful from that, maybe you could share your BotReSpawn config+data files, and map seed? I'll try to replicate the issue here.
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Is it only happening with the SKS? I haven't tried that weapon. It could be an issue specific to it. Failing that, is there anything special or different about the area they are in? Safe zone, for example?
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Hi, If you were attacking them from outside their aggro range, and their memory duration is very short, that's the kind of result I'd expect. They'd respond to your attack then quickly forget about you. Could that be it?
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I added the AllowBetterLoot - default false because someone had loot issues and it turned out the npcs were getting loot from BetterLoot so, on some level, yeah...it works. I'm not familiar with BetterLoot setup, though, so I can't really give specifics. BotReSpawn uses scientistnpc_roam if that's helpful.
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Hi, No guarantees but I usually fire up staging a few days ahead of major updates to make sure everything's going to work. I'll see about updating NPCKits/CustomLoot/RustRewards for any new npc types in advance. If I don't make it, there should certainly be updates fairly soon after wipe for them.
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If you're admin or have the correct permission, just type /perms in chat. If you aren't admin and need the permission, go to the server console and enter oxide.grant user YourSteamID permissionsmanager.allowed then you'll be able to do /perms in game chat.
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Happy New Year.
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Hi, To install a plugin on your Rust server you'll need to have either oxide or Carbon installed. One done you'll have a /oxide/plugins folder, or a /carbon/plugins folder. Put the PermissionsManager.cs file into that folder and it will automatically load. You'll see confirmation in the server console.
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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.
