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Neighigh

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Everything posted by Neighigh

  1. Neighigh

    Boss Monster

    Thanks JBird! I do have the Newest Version of NPCSpawn and Boss Monser, yes! I have Detect set to True, Bosses were not using abilities on players they could not see prior to the updates to fix the AIBrain this month. Perhaps I need to delete my config and allow the new plugin to create a new config? I'll open a ticket and share mine so we can look it over.
  2. Neighigh

    Boss Monster

    Here you go man, it's in the ReadMe file they send out with plugins: https://discord.gg/UpUXuxs4Vx
  3. Neighigh

    Boss Monster

    I posted on MadMappers but I want to communicate here too: ["Radius (to disable all abilities, set the value to 0)":] no longer uses ["Detect the target only in the NPC's viewing vision cone? [true/false]":] This has meant that players are getting hit by abilities from Bosses before the player attacks/causes aggro. If there is a workaround for this please let me know - We use these abilities at long ranges to keep a challenging environment for all tactical approaches(ei:Snipers). ["Attack Range Multiplier":] Also does not affect the Abilities anymore. Both this and the Radius option used to affect the Abilities but no longer do after the recent update. The reason this is so critical is because players can't get close to the Boss before it starts using an ability. Making the Radius shorter helps this, but allows players to stand at long range and clear the Boss with little difficulty. Before version 1.0.9 the abilities were only triggered after the Boss had a target, either by being attacked or when they saw an enemy. I hope that's enough information to help understand the change and complications we see. If we need any more details I'm happy to discuss!
  4. Neighigh

    Skill Tree

    Technically you can choose the tier for these in the config. We have a row dedicated to ours tier 1-3 so players can progress through them if they choose.
  5. Neighigh

    Boss Monster

    Yup I've messaged them, just waiting on a response. Will post here based on what I hear back.
  6. Neighigh

    Skill Tree

    We use custom items that perform commands to give players skill points. When they get one they get a little bonus. They also can get bonus points next wipe for being top of the scoreboard. This all lets them go over the level cap and use the maximum points cap. It's very useful for us for these reasons.
  7. Neighigh

    Boss Monster

    BossMonster was updated to version 1.0.9 - Looks like you're using 1.0.8
  8. Neighigh

    Boss Monster

    Update on this: Everything is now working correctly after I did a little double checking. Issue was on my end. However ScientistNames.cs continues to be incompatible. Before the update it worked great so I'm not sure what changed. Main problem with this is renaming the boss prevents them from dropping loot from the loot table and giving out economics, etc. I've removed ScientistNames.cs from our server for now, but would like to see some compatibility here as the two together allow all NPCs in game to have special names.
  9. Neighigh

    Boss Monster

    Yup just went through this process. While the names are corrected without ScientistNames.cs loaded, the remaining bugs are still present. Doing some testing to see if anything else could be breaking it now.
  10. Neighigh

    Boss Monster

    To add to this: It looks like the plugin is now having a conflict with ScientistNames.cs - The icons on the map read as the random names assigned from that plugin rather than the Boss names set. In my case, the Bosses don't move or attack, but do use their abilities. - I assume this is why I'm getting the error from before, as they seem to be stuck without any pathing.
  11. Neighigh

    Boss Monster

    I'm still receiving the same error in console - HP is fixed though!
  12. Yup you're right, still kicking around. I can't seem to pin down the trigger on this but if I do I'll share here right away! 03/09 01:47:10 | Failed to call hook 'OnEntityDeath' on plugin 'RustRewards v3.0.9' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.RustRewards.OnEntityDeath (BaseVehicle vehicle, HitInfo info) [0x00025] in <99cb12e2f7304b84813b0906deadccbe>:0 at Oxide.Plugins.RustRewards.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x007bd] in <99cb12e2f7304b84813b0906deadccbe>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <bae5f1223fce49c493b01571c99dce02>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <bae5f1223fce49c493b01571c99dce02>:0
  13. Neighigh

    Boss Monster

    Thanks man! Appreciate it! Here's my log with a little more detail: NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.NpcSpawn+CustomScientistNpc.UpdateTick () [0x00064] in <267df470f8a94a32ae8af23174235d89>:0 at InvokeHandlerBase`1[T].DoTick () [0x000be] in <48c332e9330246229bf96120283fb074>:0 at InvokeHandlerBase`1[T].LateUpdate () [0x0000c] in <48c332e9330246229bf96120283fb074>:0 (Filename: <267df470f8a94a32ae8af23174235d89> Line: 0) NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.NpcSpawn+CustomScientistNpc.UpdateTick () [0x00064] in <267df470f8a94a32ae8af23174235d89>:0 at InvokeHandlerBase`1[T].DoTick () [0x000be] in <48c332e9330246229bf96120283fb074>:0 at InvokeHandlerBase`1[T].LateUpdate () [0x0000c] in <48c332e9330246229bf96120283fb074>:0 (Filename: <267df470f8a94a32ae8af23174235d89> Line: 0)
  14. Neighigh

    Boss Monster

    I can also confirm the console spam. It's very similar to what happens when the Bosses are placed on terrain they cannot navigate. I've been assuming this is from the code in BossMonster not being up to date with NPCSpawn as of yet.
  15. Oh man I don't know how I missed 3.0.9 - I was on 3.0.8 - If it comes up after updating I'll get right back to you - Hilariously embarrassing! XD
  16. @SteenamarooI've been getting a little hiccup in console for a while, any idea what this might be? I can't seem to pin it down on my end. 28/08 09:46:46 | Failed to call hook 'OnEntityDeath' on plugin 'RustRewards v3.0.8' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.RustRewards.OnEntityDeath (BaseVehicle vehicle, HitInfo info) [0x00025] in <d55f6d1754e34ff9bc82003827ac9b17>:0 at Oxide.Plugins.RustRewards.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x007bd] in <d55f6d1754e34ff9bc82003827ac9b17>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <b6af59acae274e5a94fb209dfc179b8f>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <bae5f1223fce49c493b01571c99dce02>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <bae5f1223fce49c493b01571c99dce02>:0
  17. Thanks! I did miss the teas, I only intended for this to be for teas in general but I can add the explosives to it. You are right the LGF is a little tricky. I should be able to have a fix for this tonight Also not sure why I didn't get a notification on this. Will try to check in more often!
  18. Neighigh

    Skill Tree

    We're really interested in turbo for submarines! Love that turbo for other vehicles is on the menu!
  19. Neighigh

    Skill Tree

    In the process now! The cooking tree is actually perfect for some of our vip permissions we were selling at NPCs, like different levels of 'BetterMetabolism'. Having so much fun putting this together tonight! Thanks so much @imthenewguy!!
  20. Neighigh

    Skill Tree

    I've done this for creating my own skill - not sure on the full limitations of it, still playing around myself lol "Prison Wallet": { "enabled": true, "max_level": 3, "tier": 2, "value_per_buff": 1.0, "buff_info": { "Key": 58, "Value": 4 }, "icon_url": "https://i.imgur.com/CTyjGoz.png", "permissions": null },
  21. @Nathan JackHere's what I use for our custom icons. It uses your steam to add it to your workshop, from there you can use the last digits in the URL as the Skin ID. For things that use images directly, I upload my work to Imgur.
  22. Neighigh

    Abandoned Bases

    Thanks so much! You're awesome! I'm really excited to play with this!!!
  23. Neighigh

    Abandoned Bases

    Yeah thinking about that, economic payments to start a raid would be awesome. Economic and XP rewards for completing a raid would be swell too, I'm torn between the ideas, love them both but don't want to ask too much lol
  24. Neighigh

    Abandoned Bases

    @nivexI hadn't actually considered payment in my thoughts but that would be very cool! Initially I had only thought about rewards.
  25. Neighigh

    Abandoned Bases

    @nivexI was thinking about this plugin the other day - Any plans/interest in adding XP options like you did in Raidable Bases? Not that players need more incentive to raid lol Just an idea that popped in on me recently.
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