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Everything posted by BetterDeadThanZed
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- 8 comments
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- #map
- #custom map
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(and 5 more)
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How to get into the outpost
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
Answered on Discord. -
I finally got around to putting this on my map. I am confused how to get into the outpost once I get down into the tunnels. Attached is a screenshot. How do you open that door to continue in?
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That was the first thing I tried before submitting this.
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I tested this on my test server and now I moved it to my live server, but I'm getting this error: 02/08 07:48:31 | Failed to call hook 'OnServerInitialized' on plugin 'HungerGames v1.1.10' (ArgumentException: An item with the same key has already been added. Key: ele) at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x000c1] in <eae584ce26bc40229c1b1aa476bfa589>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0 at Oxide.Plugins.HungerGames.FindButtonIDs () [0x0011e] in <9647a9265cd5448c8dd1726d6cc48fe9>:0 at Oxide.Plugins.HungerGames.GetLobbyLocations () [0x00016] in <9647a9265cd5448c8dd1726d6cc48fe9>:0 at Oxide.Plugins.HungerGames.CheckAndSetup () [0x0005e] in <9647a9265cd5448c8dd1726d6cc48fe9>:0 at Oxide.Plugins.HungerGames.OnServerInitialized (System.Boolean initial) [0x00138] in <9647a9265cd5448c8dd1726d6cc48fe9>:0 at Oxide.Plugins.HungerGames.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00930] in <9647a9265cd5448c8dd1726d6cc48fe9>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <60c318df79ed41688ea59335e48d61ad>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <dfcb48ea05694263bbc08e62a39c274c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <dfcb48ea05694263bbc08e62a39c274c>:0 02/08 07:48:31 | Calling 'OnServerInitialized' on 'HungerGames v1.1.10' took 1258ms
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Nevermind. I watched the video and I see that loot is spawned by the plugin now. I would like to know if there's a way to prevent those nodes from spawning though.
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I forgot about the topology. I have edited and removed the ocean topology but there's still a section that is wide open. I'll look at that again. I've noticed that there doesn't seem to be any loot in the arena. Last time I used this, there were boxes around the arena, including inside of the buildings. Did I do something wrong that causes the loot not to be spawning? I checked it out in noclip, so the event wasn't running. Does the loot only spawn when the event is live? There's also a large number of nodes. Is there a way to prevent the nodes from spawning?
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I used this on my server previously, but now when I add it, I'm not getting any trees in the hunger games island. Why would that be?
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If I enable both Economics and Scrap to buy raids, will players have a way to choose which to use?
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- 130 comments
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It seems that this plugin is not loading with the server. I noticed this yesterday after someone asked where the zombies were and I just did a restart of my server and realized my zombies weren't spawning. I reloaded and suddenly they appeared. The only error I've found, was in between my normal 4:30am restart and the one I did about 1/2 hour ago is this: 02/04/2022 05:06:45 | Failed to run a 1.50 timer in 'BotReSpawn v1.0.7' (NullReferenceException: ) at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component) at BaseEntity.get_ServerPosition () [0x00000] in <f1e16f78cd1c494ba4dc398a22eac7c0>:0 at Oxide.Plugins.BotReSpawn+RoamState+<ThrowWeapon>c__AnonStorey1.<>m__0 () [0x00016] in <ec2f868bfac24699b56e69cb791cf219>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <dfcb48ea05694263bbc08e62a39c274c>:0 That error did not show up after my latest server restart.
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This is what I'm seeing in the console: 01/28 15:58:09 | [Safe Kick] Position in Outpost (assets/bundled/prefabs/autospawn/monument/medium/compound.prefab) is: x: 9.906178 y: 0.187191 z: 32.08991 01/28 15:58:09 | [Safe Kick] Position in Water Well (assets/bundled/prefabs/autospawn/monument/tiny/water_well_d.prefab) is: x: 96.38696 y: -7.632233 z: -168.4815 01/28 15:58:09 | [Safe Kick] Position in Abandoned Supermarket (assets/bundled/prefabs/autospawn/monument/roadside/supermarket_1.prefab) is: x: 291.9279 y: -1.403238 z: 53.88051 What do I put in the config? I executed this in the outpost.
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More information from him: well yeah that's what I mean. different plugins can spawn crates in any location for instance, Vehicle Airdrops it spawns a crate on a chute in the air do the NPC spawn in the air too? who's to say what could be done, though from the side of Bot Re Spawn without having to call any hooks and that would work for any plugin: check if the codelocked crate is parented to something! if it is, it means that it's moving so it shouldn't spawn paratroppers I think that's the best solution that way, both plugins could be platform-agnostic @BetterDeadThanZed DM me and I'll patch up the plugin for you and you'll be able to forward that patch to steen because there's also the Convoy plugin also with a crate instead of making special accommodations for both those plugins, it's just best to see if a crate is parented to something it's a very easy check (parented = moves along with its parent) (like a car, train, or even the cargo ship)
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This is what the dev of the Cargo Train Event said: Yeah that's what I said. I only make special accommodations for the platforms mentioned. Codefling is not and will not be on that list, for reasons I'd rather not get into (edited) [3:06 PM] again, I will add a hook to Cargo Train Event and if the author of BotReSpawn wants to utilise it, he's free to do so [3:07 PM] but since Cargo Train Event was there first, and it's not Cargo messing with that plugin functionality, but that plugin messing with Cargo [3:07 PM] that's 2 reasons why it should be bot re spawn checking for crates [3:08 PM] not the other way around [3:10 PM] it's just a little bit preposterous to assume that every time a crate spawns in-game, that crate should be immediately surrounded with NPC
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Ok, I will contact the authors of the plugins I use that spawn a hackable crate and see if they can do this.
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I am using the locked crate bots. It works fantastic for crates dropped by the Chinook. The issue I have is with the Cargo Train Event plugin. This spawns a cargo train with hackable crates. When those crates are spawned, the locked crate bots also spawn. Would it be possible to set a config that prevents the AI from spawning in if the hackable crates aren't dropped by the chinook? Is there a way to check if the hackable crate is dropped by a chinook?