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Everything posted by BetterDeadThanZed
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- #discordbot
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Failed to execute OnFrame callback
BetterDeadThanZed replied to BetterDeadThanZed's Support Report in Support
I know that ChatGPT can be wrong, but I uploaded the error, my data file and your response and this is what it concluded: I don't really understand a lot of that, but maybe that will help? -
As far as I know, the plugin is working but I'm seeing this in the console: Failed to execute OnFrame callback (Object reference not set to an instance of an object.) at void Oxide.Plugins.SignManager.AddSign(BaseEntity e)+() => { } in /home/container/carbon/plugins/SignManager.cs:line 104 at void Carbon.Managers.CarbonProcessor.Update() in /home/runner/work/Carbon/Carbon/src/Carbon/src/Processors/CarbonProcessor.cs:line 63
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Obviously I can't post the results here because this is a paid plugin but what I can tell you can type in ChatGPT to get this result. You'll need to upload the plugin to ChatGPT so it can reference it. This is the wording I used to get the updated plugin: "This is the HUD plugin for Rust. Currently it only displays one type of currency. I would like the ability to display two currencies at the same time, or to alternate the currency totals at specific intervals."
- 605 comments
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- #hud
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Pipes going to the wrong place
BetterDeadThanZed replied to BetterDeadThanZed's Support Report in Support
@IIIaKa Can you help out here? -
Oops..... that's a boat building plan. Please disregard!
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This was previously working but now when I'm holding a wallpaper paper planner, and press the middle mouse button, it says "You need to be holding a wallpaper planner but I obviously am.
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- 605 comments
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Pipes going to the wrong place
BetterDeadThanZed replied to BetterDeadThanZed's Support Report in Support
Anyone have any idea? -
Pipes going to the wrong place
BetterDeadThanZed replied to BetterDeadThanZed's Support Report in Support
When trying to repeat this on my test server, I can't even get the conveyor on the box to connect to the conveyor. If I click on the input of the conveyor, the pipe disappears and this is on the test server with limited plugins. -
This issue was reported by one of my players: "when you run the pipes from the trough to the conveyor, they disappear and go to other parts of the base. It's very strange. But from the conveyor to the composter is okay." I've attached the screenshot he sent me to demonstrate where the pipe goes somewhere else.
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- 605 comments
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Now that I've had time to play around with the settings, I have some questions: Is there a way to set up a list of clothing that can be chosen at random to spawn on the NPC's? How can I edit the loot they drop? With BotReSpawn, you can use the loot of the "container" to spawn loot. Would AlphaLoot integration, setting up a config option to use the loot of the specified container, or an array that picks up at random be possible? For example, BotRespawn's "Death" section for the NPC's: "Death": { "Spawn_Hackable_Death_Crate_Percent": 0, "Death_Crate_CustomLoot_Profile": "", "Death_Crate_LockDuration": 10, "Lock_Death_Crate_To_Killer_Player": false, "Corpse_Duration": 3, "Corpse_Has_Skull": true, "Skull_As_Loot": false, "Weapon_Drop_Percent": 5, "Min_Weapon_Drop_Condition_Percent": 50, "Max_Weapon_Drop_Condition_Percent": 100, "Wipe_Main_Percent": 100, "Wipe_Belt_Percent": 100, "Wipe_Clothing_Percent": 100, "Allow_Rust_Loot_Percent": 100, "Rust_Loot_Source": "Default NPC", "Remove_Vanilla_Scrap": true, "AlphaLoot_Profile": "", "RustRewardsValue": 0.0, "XPerienceValue": 0.0 }, Lots of options there, including "Rust_Loot_Source", which in this case is set to "Default NPC" so basically the look you'd find on a junk pile scientist.
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When setting this to backpacks: "What spawns on death (PlayerCorpse, NpcCorpse, Backpack)" sometimes the backpack is empty. When you get the NPC to the wounded state, they aim into the ground until you open their inventory or kill them. Screenshot attached. Some NPC's spawn in the water, close to shore but deep enough that they have to swim at least a little bit.
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So just add "CustomPet" to the configs? For example, Rust Rewards: ``` "RewardTypes": { "Kill": { "NPCs": { "Airfield": 3.0, "APCScientist": 3.0, "APCScientistHeavy": 3.0, "ArcticResearchBase": 3.0, "BanditTown": 3.0, "BotReSpawn": 1.0, "CargoShip": 3.0, "CompoundScientist": 3.0, "DesertScientist": 3.0, "DungeonScarecrow": 1.0, "Excavator": 3.0, "Gingerbread": 1.0, "HeavyScientist": 3.0, "JungleScientist": 3.0, "JunkPileScientist": 3.0, "LaunchSite": 3.0, "MilitaryTunnelScientist": 3.0, "MountedScientist": 3.0, "NuclearMissileSilo": 3.0, "OilRig": 3.0, "ScareCrow": 1.0, "Trainyard": 3.0, "TunnelDweller": 3.0, "UnderwaterDweller": 3.0, "ZombieHorde": 1.0 }, I would insert "CustomPet" under "ZombieHorde" or anywhere in that config?
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- 605 comments
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I am considering getting this plugin to replace BotReSpawn. I have a suggestion, not sure if it's even possible, but would it be possible to have the bots react to players within a certain radius if they are marked as "Hostile"? I would assume you can use Rust's built in mechanism to determine a player's hostile level and if they are hostile and they are within a certain distance, the bot may attack the player, even if configured for defensive.