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Everything posted by Steenamaroo
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playerranks.reward fails to execute rewarding command
Steenamaroo replied to Rustling's Support Request in Support
Ok, thank you. When you issue the command in chat, do you see "Rewards issued for all enabled categories." in chat? And, also, when you issue the command by console, do you see the same message but in console? -
playerranks.reward fails to execute rewarding command
Steenamaroo replied to Rustling's Support Request in Support
You said you saw "a bunch of similar errors", and I guess you've put in a placeholder for the player's userID. Could you private message me a recent console log showing a failure, please? -
playerranks.reward fails to execute rewarding command
Steenamaroo replied to Rustling's Support Request in Support
I just tested with public PlayerRanks and latest ServerRewards. Chat command and console command both worked fine for me. I can't think of a good reason for the behaviour you're seeing, but If you're seeing the same confirmation message each time (default is "Rewards issued for all enabled categories."), then PlayerRanks is calling exactly the same code, whether the reward call comes from console or chat. I was going to ask if PlayerRanks is latest version but I just checked - The relevant code hasn't changed in a very long time. -
playerranks.reward fails to execute rewarding command
Steenamaroo replied to Rustling's Support Request in Support
Oh, looks like it was changed some months ago. Default was always sr. What version of server rewards are you on? PlayerRanks calls exactly the same code whether you use chat command or console command, so there should be no difference. If you're only seeing the complaint sometimes, I'd guess it's not calling that sr/rp command sometimes due to the top player not being online at the time, or something like that. do rp add yoursteamid 1 in console and see if it works. if it doesn't, do sr add yoursteamid 1 -
There are a few other reasons that a BotReSpawn npc wouldn't take damage, but those should apply to attacks from regular players too, like if the attacker-npc distance exceeds Immune_From_Damage_Beyond, or if Respect_Safe_Zones is true and the npc is in a safe zone. I can't think of anything else that should prevent some npc from being able to hurt BotReSpawn npcs, unless it's coming from a PVE plugin, or Zone settings, or similar.
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playerranks.reward fails to execute rewarding command
Steenamaroo replied to Rustling's Support Request in Support
Unless there's a way to change it, the command for server rewards is sr and /sr, not rp. -
I can't control whether some other plugin's NPCs attack BotReSpawn npcs or not, but I can control whether the BotReSpawn npcs should return fire and/or take damage. Most likely the Global PVE_Safe setting is set to true and preventing damage. Would you be willing to test and confirm? If this is the case I could take a loot at that, because the code there is really meant for autoturret attack and that kind of thing.
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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.
