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Everything posted by S0TR
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@aimacak He said he would look into possibly making them persist after restarts. A multitude of factors could have been the reason for the player I mentioned not know a restart was coming; I wasn't saying anything against the plugin, the said player, or anything else. The player prepped and built a raid base in front of the Raidable, and for whatever reason did not know a restart was coming (maybe he built the raid base hours prior? I do not know for sure) then after restart the Raidable spawned elsewhere. Again, was not a big deal at all, I was simply inquiring about if they could respawn at the same locations or not should they not be raided yet.
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Hey nivex, I suppose I might be overlooking something but wanted to reach out to confirm. I am hoping to get the base locations to persist after server restarts. What seems to be happening is the current bases on the map prior to restart do not return to their previous locations post restart; the plugin spawns the bases at new locations. Is there is an option I am overlooking to get base locations to persist after server restarts? This led to a situation where a player of mine was preparing to perform a raid, yet my server was also about to restart. He set himself up in front of the Raidable ready for when the server came back online, and after it did come back up, the base he was about to raid was not in front of him anymore; it was spawned at a different location. Not a huge deal, but it was brought to my attention the effort he went through to put up a raid base for the Raidable only to have it be for naught when the server restarted !
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To make NPCs more "aggressive" and/or stronger, go into your data/BetterNpc files and modify how your Npcs function. For example, you would modify these lines inside the data/BetterNpc/ "Enabled? [true/false]": true, "Minimum numbers - Day": 25, "Maximum numbers - Day": 25, "Minimum numbers - Night": 25, "Maximum numbers - Night": 25, "NPCs setting": { "Names": [ "Pollar Bear Man" ], "Health": 130.0, "Roam Range": 50.0, "Chase Range": 30.0, "Attack Range Multiplier": 1.0, "Sense Range": 35.0, "Target Memory Duration [sec.]": 10.0, "Scale damage": 0.8, "Aim Cone Scale": 1.2, "Detect the target only in the NPC's viewing vision cone? [true/false]": true, "Vision Cone": 135.0, "Speed": 6.5, "Minimum time of appearance after death (not used for Events) [sec.]": 1200.0, "Maximum time of appearance after death (not used for Events) [sec.]": 1800.0, "Disable radio effects? [true/false]": true, "Is this a stationary NPC? [true/false]": false, "Remove a corpse after death? (it is recommended to use the true value to improve performance) [true/false]": true, "Wear items": [ { "ShortName": "coffeecan.helmet", "SkinID (0 - default)": 2503956851 }, { "ShortName": "hoodie", "SkinID (0 - default)": 2730818336 }, { "ShortName": "pants", "SkinID (0 - default)": 2730813975 }, { "ShortName": "shoes.boots", "SkinID (0 - default)": 2530900232 }, { "ShortName": "burlap.gloves", "SkinID (0 - default)": 2454377972 } ], "Belt items": [ { "ShortName": "smg.mp5", "Amount": 1, "SkinID (0 - default)": 0, "Mods": [ "weapon.mod.holosight", "weapon.mod.flashlight" ], "Ammo": "" }, { "ShortName": "syringe.medical", "Amount": 1, "SkinID (0 - default)": 0, "Mods": [], "Ammo": "" } ], Increase these values to have faster, stronger, and more alert Npcs "Health": 130.0, "Roam Range": 50.0, "Chase Range": 30.0, "Attack Range Multiplier": 1.0, "Sense Range": 35.0, "Target Memory Duration [sec.]": 10.0, "Scale damage": 0.8, "Aim Cone Scale": 1.2, "Detect the target only in the NPC's viewing vision cone? [true/false]": true, "Vision Cone": 135.0, "Speed": 6.5, Increase their "Health" to be harder to kill "Roam Range" so they can walk around further "Chase Range" so they can follow your players further "Attack Range Multiple" makes them hit harder at distance "Sense Range" gives them the ability to sense and attack your players from father away (probably the option you're looking for in terms of aggression) "Target Memory" allows them to remember and stay aggressive to a certain player for longer "Scale Damage" increases their overall damage "Aim Cone" determines the spread of their shots (smaller cone = more accurate) "Detect The Target Only In The NPCs Viewing Cone" determines if you want players to sneak around NPCs or if the NPC senses and attacks them right away "Vision Cone" is the NPC sight "Speed" is how fast they move in general. Change these lines to give your NPCs better armor, weapons and other goodies such as F1 grenades and more "Wear items": [ { "ShortName": "coffeecan.helmet", "SkinID (0 - default)": 2503956851 }, { "ShortName": "hoodie", "SkinID (0 - default)": 2730818336 }, { "ShortName": "pants", "SkinID (0 - default)": 2730813975 }, { "ShortName": "shoes.boots", "SkinID (0 - default)": 2530900232 }, { "ShortName": "burlap.gloves", "SkinID (0 - default)": 2454377972 } ], "Belt items": [ { "ShortName": "smg.mp5", "Amount": 1, "SkinID (0 - default)": 0, "Mods": [ "weapon.mod.holosight", "weapon.mod.flashlight" ], "Ammo": "" }, { "ShortName": "syringe.medical", "Amount": 1, "SkinID (0 - default)": 0, "Mods": [], "Ammo": "" } ],
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Looks like you might need to go into your config file and make sure you have the correct API key (and other various ChatGPT options) set. If those are set correctly, go into your OpenAI account and make sure your API key wasn't changed or set as inactive. That's where I would start debugging given the error messages your provided.
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Looks like you need to go into your NpcSpawn config file and change some values. That error is showing that NpcSpawn has something (such as if Npcs can damage each other etc) set to false while Convoy is set to true, and since NpcSpawn controls Convoy it is overriding the function causing your conflict. I could be wrong, but I would start there for the debug process
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Yes, inside the /data/BetterNpc folder you can set the number of NPCs you want any and all monuments, including Oil Rigs, Cargo Ship, Bradley/Heli crashes, monuments that normally don't have NPCs, and more. You can either remove the default NPCs and only have yours or leave the default and include yours with them. Regarding your question about randomly spawning NPCs, there are options in the /data/BetterNpc folder for Biomes and Road spawns, each with their own types (Arctic, Desert, Wide Roads, Dirt Roads etc). With these options, you set the number of NPCs you want, and they spawn randomly throughout the world on those Biomes/Roads so your players will encounter them at random times, at random locations. You'll have to go inside the NpcSpawn plugin specifically, not BetterNpc, to make these (and any plugin that NpcSpawn controls) attack other types of NPCs. A mouthful, yes, but for example when I set inside the /config/NpcSpawn file for them to attack other NPCs, my BetterNpcs attack my Convoy NPCs and vice versa; it's quite fun to hear chaos and gunfights go down between NPCs By far a great investment for me, I would highly recommend if someone is creating a PvE, or a mix of PvP/PvE, server
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- 28 comments
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I am highly contemplating getting this plugin but am on the fence. Being able to spawn different NPCs that give different quests, by means of BotRespawn or HumanNPC, would set me over to get this in a heartbeat. I'd want to set NPCs throughout my world, either in random locations I set or in building I build, and have them each with different quests or just a single one. Have the in game map show quest markers, and allow one of the quest to be killing certain NPCs or bosses from other plugins (like BetterNPC and the likes). I am essentially trying to build a full RPG world, complete with SkillTree, Quest System, TruePvE, Raidable Bases, BetterNPCs roaming the maps, no Tech Tree, Event plugins (Convoy, Train, PilotEject) everywhere, etc etc. A real Skyrim/Fallout RPG experience with an incredibly detailed storyline and set of main/side quests to give my players 30 days of gameplay before a Force Wipe. This plugin seems to be a MUST have for me, it's just missing some key components I think my worlds really need!
- 82 comments
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- #customizablequests
- #dezlife
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- 28 comments
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Interested in a way we are able to still allow chats to log into the console when using this plugin. Everything works flawlessly, but when it's active all in-game chats no longer show in my console. Would I need to create my own Fork for it and send to you to use in an update or can you implement the functionality yourself? Never mind, it was a simple line of code I added to the main .cs file and now chats log to console It became more than just a simple line of code. I have added the option to select a default language code for your server console in the config (ie. server admins speak English, so the default lang would be set to "en") and when anyone types in game chat, not only does the plugin function as expected in translating the messages to and from players communicating, but the messages are also now logged into the console only in the default language set in the config. I will be ironing out some lines of code and then offering this Fork to the Dev in hopes they will update their plugin with my improvements UPDATE: I finished my Fork of this plugin. Adding implementation of Console Logs for Chats, both Global and Team; both translated to the language set in the config and eliminated any redundant logging. Also added a check for the AI to skip translations for players who's default language is the one a message was sent as. For example, if someone types in English, any players who's default language is English will not have the chat translated for them; the chat will be sent as-is. This avoids situations when someone is using slang terms and the AI attempts to translate it, completely changing what was said and losing the context of the message. This also helps remove any unnecessary translations for "LOL" or similar text lingo. At the same time, all this will improve performance of the plugin, given it does not need to translate certain languages. I will be attempted to gift this Fork to the Dev so he can use it as a whole, or take chunks of my code, and push an update for the plugin ON A SIDE NOTE: The AI sometimes responds in the server console something along the lines of "LOL = Laugh out loud", or "<3 = heart", and at one point a player on my server sent in chat "?" and the AI responded in the console saying "Sure, send me a message and I will translate it for you". We want to avoid those situations because believe that also throws off the translation for certain players. Replacing the default prompt in the Config with this one below avoids just that "Prompt": "Translate the following message into $lang. If the message consists only of symbols (like ?, !!!) or emotes (such as :), :P), pass it through without translation. When symbols or emotes appear within a longer message, retain their placement as per the target language conventions. Under no circumstances should you refer to the fact that you are an AI, explain any limitations, or say that something could not be translated. Only return the translated message:\r\n\r\n$text"
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I don't know how hard it would be.. but do you think we can we get language files at some point for all your events? Airfield, LaunchSiteHelipad and CargoPlaneCrash? I know you already have the event start up/end messages inside the main .cs file of the plugin already, but separating them into a Lang file can allow me to translate them into different languages for my diverse playerbase! Currently, the German and Spanish players I have do not understand when there is a box ready at launch site, or when Airfield starts. Sometimes they are late to the event or miss it entirely unless they are watching the map. My players love these events, I just would like the ability to translate them so it's fair for all languages and having Lang files would make that easy for me!
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AMAZING This is out-of-the-box ready, all it needed was an API key and activate perms. The other language speaking players on my server were SUPER SHOCKED that everyone was all of a sudden speaking their language! Now, I am using the console command to translate my Lang files into the more common languages on my server. This allows FULL inclusivity for everyone in the world - a GREAT purchase for my server, which ended up attracting a ton of players for many cultures
- 28 comments
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So I went ahead and migrated my server from one hardware to another. I ported all my files over, rebooted the server and everything seems to be working fine. Until this started spamming my console Failed to call hook 'OnEntityEnter' on plugin 'RaidableBases v2.9.5' (NullReferenceException: ) at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component) at Oxide.Plugins.RaidableBases.IgnorePlayer (BasePlayer player, BaseEntity entity) [0x00008] in <6780ddc0b5e5496bbaa48c559109b7e5>:0 at Oxide.Plugins.RaidableBases.CanEntityBeTargeted (BasePlayer player, BaseEntity entity) [0x00010] in <6780ddc0b5e5496bbaa48c559109b7e5>:0 at Oxide.Plugins.RaidableBases.OnEntityEnter (TriggerBase trigger, BasePlayer player) [0x00093] in <6780ddc0b5e5496bbaa48c559109b7e5>:0 at Oxide.Plugins.RaidableBases.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0112e] in <6780ddc0b5e5496bbaa48c559109b7e5>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 I find it strange because I can have both instances of the server running and the only the new one is producing this NRE. Nothing about Raidable Bases was changed, I only just moved the files via FTP. The only thing I can really think of, that was changed about my last server hardware to this one, was that I added the plugin "NoCompound" which removed safe zones and Npcs from Outpost/Bandit (not sure that would affect Raidable Bases). I also upped my BetterNpc amounts, adding them on every monument and in the biomes (which I think is more likely to affect RB since they spawn in the wilderness. I have attempted to troubleshoot and debug what's happening. Unloading both NoCompound and BetterNpcs, RB still spamming my console with the NRE. It's a head scratcher for me since RB was working just fine nearly minutes ago on my previous hardware/instance of my server. Any ideas?
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Maybe I'm dumb, but I am coming across two issues recently. First and foremost, I love this plugin and the new Reforged version is an awesome upgrade. However, and maybe it has to due with AlphaLoot and/or another plugin, most recently I've noticed that sometimes my Brad/Heli crates are empty. 2 of the 4 crates will be empty and just disappear when a player goes to loot it. The 2nd issue has to do with an NRE that is spamming my console, and I only know it's from Convoy because it goes away when I reload the plugin. I am not sure if this NRE is related to my BetterNpcs that are on the roads, but they tend to get shot down by the other difficulties of the Convoy that I set to not use the Vendor anyways, so I am not sure here NullReferenceException: Object reference not set to an instance of an object at TravellingVendor.IsPlayerIgnored (BasePlayer player) [0x00000] in :0 at TravellingVendor.CheckForObstacle () [0x00085] in :0 at TravellingVendor.ProcessState () [0x000ac] in :0 at TravellingVendor.FixedUpdate () [0x0003b] in :0
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I would like to add to the previous suggestion that Server Rewards/Economy can be offered even if not in PvE Mode. Also, the ability to set different difficulty tiers than spawn on different weights. One Event spawn could be a single airdrop players are fighting over, the next would be a 3 airdrops and 2 hackables with 6 Heavy Scientists guarding! The possibilites are endless and it would give Server Owners such as myself the ability to set different difficulties and players would not know what to expect each time an Event starts! -- This could be added to all your event plugins as I currently own Airfield Event, Cargo Plane Crash and Helipad -- would love to see the option to set difficulties tiers that spawn on weights! Lastly, can we set the timer for the crates? Default hackable crates on my server are set to 7mins, but the one's spawned by the Events are at 15! (scratch that I found it)
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Bought this in a Bundle package with Cargo Plane Crash and Helipad Event included - GREAT PRICE btw! Awesome addition to my server, making it even more challenging. I already have some crazy hard events, why not add these and make them just as hard; and my players are loving them! A must have for all PvE servers, AND even PvP servers like mine; the firefights among other players to get the loot these Events spawn are awesome to watch unfold!
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You are right that this would be much more appealing to me as a server owner if it was compatible with MonumentAddons. I got kinda excited to see this, but knowing that it won't save throughout wipe is a bit of a bummer. MonumentAddons itself would have to integrate in order to make this compatible, not Z-Billboards, due to how MonumentAddons works. When using signArtist with MonumentAddons, MA recognizes that /sil or another signArtist command was used, and allows the image to persist on the Monument. We'd have to reach out to the dev of MA to get Z-Billboards recognized the same