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Everything posted by ZEODE
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Hi, yes this is already added to the next update, but I have a couple other things to do before I release the update. It will give XP via the XPerience plugin. Is that the one you mean?
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- 255 comments
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- #bradley
- #bradleyapc
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Error Spam causing severe server performance issue.
ZEODE replied to ChristopherS's Support Request in Support
I'm afraid I don't have any answers for you right now, all I know is this is the error spam that was happening before Facepunch fixed the bug they made where Patrol Helicopter was going under terrain and under water. The heli was also being bugged and exploited by players who found a bug to make it hover low above water in a stationary position. But that should have been patched a few updates ago now. The error spam you have posted is the same as what was happening then. I have one idea we could try, if you hit me up on Discord and I can send you a modified version to test and see if it resolves your issue? Join my Discord and reach out to me there so we can try and sort this for you: https://discord.gg/dBbdkCt6 -
Error Spam causing severe server performance issue.
ZEODE replied to ChristopherS's Support Request in Support
Furthermore, is there any more info you can give me. It doesn't matter where your players build or take the heli from. What's odd is why it would do this. The heli hitting water and/or going under it which produced this kind of error spam was patched by Facepunch quite a few updates ago, after the issue was intorduced in one of their updates. It isn't related to my plugin and it affected Vanilla Rust servers too. I don't change any of the helicopters properties which would make it bug out on or under the water like this, so I'm unsure why you would experience this now after FP fixed their issue. When you say the Heli disappeared, do you mean just vanished, went under the water/terrain or retired and flew away? As an aside, I would also recommend you limit your server FPS, 150 is way more than any server needs and just uses resources which can harm overall server performance. Server FPS has no bearing on what FPS players PC will render. Most of the large popular servers limit this to between 30 - 60. 60 for PVP servers and 30 for less sweaty servers without any noticeable difference to player experience. -
Error Spam causing severe server performance issue.
ZEODE replied to ChristopherS's Support Request in Support
Hi, are you using Oxide or Carbon mod framework? -
I will look into this and see if I can work out why its working fine for some people and not for others. Not sure how I missed this thread.
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- 22 comments
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- 1
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Did you get to the bottom of this?
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Are you still having this issue?
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The update should resolve the issue, let me know how it goes.
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I have been testing this a lot today, I cannot reproduce your issue. Is it still happening? Is the person solo, in a team, clan etc?
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Are you still having issues or shall I close this?
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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To begin with, your True PVE config is kinda messed up. I think you have a load of incorrect entity types in there. For example in your npc group, there is no such thing as NPCPlayerApex anymore. Facepunch removed that a long time ago. Also, in your npcscientist group, where did ALLScientist come from? There is no type known as that, also "scientist" is incorrect, there is no entity which is just called that, all the scientist have different specific names. But ScientistNPC covers all of them, so best to use that, you don't need additional things in there. In your npcmurderer group you have "Murderer", "NPCMurderer" which don't exist. scarecrow is the correct entity name, or you could just use ScarecrowNPC as the type name. This relates to both the Scarecrow and Mummy NPCs (collectively called scarecrow but with random kit of one or the other). I don't think Murderers exist anymore, plugins which spawn Murders just use Scientists wearing custom kits and with the breathing noises. So I think regardless of this issue, you must be or will have issues with your TruePVE config. It needs going through from a fresh default config IMO and setting up again to make sure it's all good. Keep in mind that the order of the rulesets also plays a role in how it works. I wish I had time to go through it all for you and work it out, but I do not. All I can tell you is, its working fine on ours and many other servers with TruePVE. maybe there will be some help on the TruePVE plugin page and support topics.
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Please give more info, what changes did you make, what have you tried since?
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I'm looking into it, I have seen that a few times on my server with occasional players. I'm working on a fix which should be out soon. I think its a issue with horses spawned by Vehicle Licence. Do you use that plugin?
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Yeah, I did consider something like this, but I figure at some point someone else will ask for something else to be protected, so doing it my way will mean people can add whatever they want to their own list.
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Changed Status from Pending to Can't Reproduce
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No need to be like that, You don't give a great deal of useful info when you report an issue. I need as much detail as possible otherwise its near impossible to help. I had to prise every bit of information about this issue out of you. I asked you a question, but you didn't answer it. I can only help you so much if you give me little to go on.
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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I have just added a config option where you can add a list of entities which should always be blocked from damage. This will be on the next update. This should mean you can keep your existing TruePVE config while still protecting whatever entities you list (by prefab name).
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Hi, my plugins already use TruePVE API to take over/handle damage by Helis called by my plugin. I'm pretty sure your TruePVE config needs tweaking to get this working as you want. For example, you have If I read the documentation for TruePVE correctly, this overrides protection and allows damage to entities you own, so although you have the immortal flags for boxes and doors, because you have those additional flags above, I assume that is allowing the damage. Helis called by my plugin sets the owner of the heli to the player who called it, I imagine this would cause the damage to those entities which you are seeing. We use TruePVE on our servers with my plugins and we have no issues. My plugin does not distinguish between building blocks and deployable entities. It will either allow or disallow damage to all entities it hits depending on the config. So if you want to allow players to damage their own entities, but want to block their called helis from doing so, that it outside the scope of this plugin currently.
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Hi, the Rust update didn't change anything that would cause this. We also use TruePVE on our servers and its functioning correctly. Please post your Bradley Drops config so I can check it at least, but otherwise it is a TruePVE config issue. The important flags in TruePVE config for Bradley and other NPC is this, make sure your entity group set for NPC looks something like this: { "name": "npcs", "members": "ch47scientists.entity, BradleyAPC, HumanNPC, NPCPlayer, ScientistNPC, TunnelDweller, SimpleShark, UnderwaterDweller, Zombie, ZombieNPC", "exclusions": "" }, And then in your rulesets, you should have this: "npcs can hurt players", Or if you rather, you can remove BradleyAPC from npc group and create its own group, like: { "name": "bradley", "members": "BradleyAPC", "exclusions": "" }, And then in your rulesets, you should have this: "bradley can hurt players", Let me know how you get on
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The only time they won't take damage which is controlled by my plugin is if they are still falling from the sky. But then a message would appear in chat, so either your player didn't see the message, or something outside the plugin was affecting it.
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Please check that you have this option in the data file set to true: