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Steenamaroo

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Everything posted by Steenamaroo

  1. All good now?
  2. @hairybeanstalk- Looks like you're not running the most recent version. Redownload from here and watch for 1.5.6 in console, not 1.5.5.
  3. Weird. Ok..Please let me know if anything else strange happens.
  4. "It is Working now Thankz" Why? What changed?
  5. Oof. That shouldn't have happened. Edit: That shouldn't be possible. lol. PermissionsManager is a front end so it doesn't actually store permissions anywhere. Something weird going on.
  6. Just that one profile, @MrIce? Are you reloading the plugin? If you are, make sure you close the UI first, because that's when it saves.
  7. Glad you found us. Shouldn't really make much difference - I think it was only on the background panel which doesn't refresh.
  8. oof. We're all good?
  9. Hey, thanks for the reply. Yeah, I checked assembly and it was still there but the issue you described exists so... I removed fadeouts from all my plugs. Thanks for flagging it.
  10. Hey, Thanks for letting me know. Are you sure about this? I just updated to staging and it looks like the CUI options haven't changed. Looking at CuiPanel.FadeOut right now.
  11. Thanks pal. I'll sort this in an update today.
  12. Possible there's two issues. The plugin strips out "Oxide.Plugins" from the name of other plugs, so you're just left with the important part but, apparently, some are have "Carbon.Plugins" in their name instead. That's fine...no problem...solved. Can just use plugin.Name instead but I don't see why that would affect my UpdatesChecker plugin. Maybe looking at two separate issues? @Ranger - Can I send you a test copy today to see what's up?
  13. Looks like this will be resolved in the next update, which should be soon - Before wipe.
  14. Steenamaroo

    Peace Keeper vs Attacking

    Hi, Do you mean that you want instant attack from npcs when you're within 100 meters, and no attacking at all if you're beyond that, even if you shoot them first? This is achievable, although with a ceveat. Setting peacekeeper to false and AggroRange to 100 will ensure that npcs attack you immediately if you come within 100 distance of them. You should set DeAggro range to the same, as you described, so that they let go of you if you escape. There is a memory duration, though (the caveat) so they won't just instantly forget you if you step outside of 100 distance. Players would exploit that. You may want to just turn it down - I'd suggest maybe 5 seconds or something. Ordinarily npcs will disregard aggro range if they are injured by a shot, but setting Immune_From_Damage_Beyond to 100 will ensure that they don't. The combination of those things should achieve what you're looking for. If I've misunderstood, please just let me know.
  15. Hey! Don't be sorry. Yeah, you're on the right track. CustomLoot can represent BotReSpawn as one single group, or by profile, so make sure you have "corpseTypePerBotReSpawnProfile" set to true in the config file. If you're already seeing CustomLoot entries for individual BotReSpawn profiles, then already have that done ^. Then just create your new BotReSpawn profile, as you described, and all you should have to do after that is just reload CustomLoot, so it picks up the new profile. Make sure you close your CustomLoot config+data files, then re-open them after reload, just to be certain you're seeing up to date info,
  16. Hi, The useNewNavmesh argument isn't a + or - situation. It's an executable argument, like -batchmode and -nographics, so, to test it, you'd change your startup script to have .....\server\RustDedicated.exe -batchmode -nographics -useNewNavmesh -logfile blah blah You'll know it worked when you see no mention of Unity navmesh during startup. There have definitely been some changes though, even using regular Unity navmesh. There are lots of areas showing as having no navmesh which did before, I've had a few reports around npcs trying to walk then warping back to where they started, indicating the BRS logic thinks there's a suitable navmesh path but, really, there isn't. I suspect the plan, for a while, is going to be 'keep it simple', unfortunately, because it's not really something we can mod our way around. I appreciate the info, though. Thank you for sharing.
  17. Has either of you got anything in your PermissionsManager config blocklist?
  18. Oh, this is fun! lol. I was hoping it would say not found, so it's a plugin permission registration issue, but nope. Any errors in console when you reload PermissionsManager, reload UpdateChecker, or toggle any perms/navigate PermsManager UI? For clarity, I'm only focussing on UpdateChecker (no Updates) because it's free, missing from your list, and showing in mine. I don't suspect any issue with it.
  19. Ok, thanks. If you do oxide.grant user 765611980RestOfYourID updatechecker.setup in server console, does it say granted or doesn't exist?
  20. Hi, Thanks for reporting. I took UpdateChecker as an example and it showed up here no problem, so that rules quite a few things out. I'm testing on window and oxide. Are you on Linux or Carbon, or both?
  21. Seems like halloween.scarecrowpopuation is the correct convar and spawns the correct scarecrows. I tested it without issues so your server's complaint about "assets/rust.ai/agents/npcplayer/humannpc/scarecrow/scarecrow.prefab" is coming from somewhere else. It'd probably be worth unloading any additional npc spawning plugins you have, in case one is responsible.
  22. Oooh ok. Yeah, none of that is BotReSpawn. The persistent "couldn't find prefab" probably relates to you setting "halloween.scarecrowpopulation: "115"", although I do see ScareCrows being killed so Idk, maybe it's something else.. Either way, BotReSpawn doesn't spawn Scarecrows. The specific error at the start - It's a BotReSpawn timer that's flagging it up, and I can suppress that (I will), but the actual problem is coming from your Loottable plugin. It's shitting the bed trying to process a BotReSpawn corpse, it looks like. its methods reference "ScarecrowNPC" which doesn't make a lot of sense because BotReSpawn are not ScarecrowNPC, even if you dress them that way. Nothing that I can see here suggests any navmesh issue but, in your shoes, I'd unload the loottable plugin, for now, and then figure out what convar, or plugin, is causing the "Couldn't find prefab" spam.
  23. Hi, Can you paste the full error message please? I know Facepunch are working on a navmesh transition so, no doubt, there will be bumps along that road, but if there's anything I can do to catch and flag problem npcs that would be ideal.
  24. Oh, I don't know! I can check tomorrow...
  25. Steenamaroo

    error with new version

    Hi. Looks like you missed a few updates. Current public version compiles just fine.

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