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Neighigh

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Everything posted by Neighigh

  1. Neighigh

    IQBearRide

    This works amazingly!!! I made a new NPC to sell these guys immediately! Any chance there's future plans to let players name their bear? Or maybe just a random name list we can edit in config?
  2. Neighigh

    Market Items Quantity/Cost

    AWESOME! Great work man, updating mine now!
  3. Neighigh

    Market Items Quantity/Cost

    I'm running into an issue seeing quantity changing cost on my end, using ECONOMY setting in config with a HumanNPC. 1/5/10/20 settings all cost the same amount set in config and not multiplying costs.
  4. Loving setting this up, big thanks! Any plans to add auth for admins to place outside TC range? I'd personally love to have players only able to inside TC but admins able to anywhere to prevent spamming in PVP situations and such. Edit: Also thinking about- - Custom Currency Support - Console Command Call for the Chat Command - giveprefab
  5. Woot! Thanks so much! Looking forward to the next update!
  6. Thanks man, it's odd to me too, never had a problem with my campers or any vehicle in a zone yet either. Been working fine for months but I've also got more players recently so more chance for error I guess.
  7. Had some issues with RVs and players getting kicked under terrain when inside the Base Zones. They get in the vehicle or switch seats and randomly get hit with the following: 08/12/2021 11:48:34 | Ancient_Aeon[76561198067842907] was suicide by Suicide 08/12/2021 11:48:34 | Killing player due to invalid dismount point :Ancient_Aeon / 76561198067842907 on obj : assets/prefabs/vehicle/seats/modularcarpassengerseatsidewayleft.prefab I've edited a .cs to keep them from getting kicked for terrain violation at this point - It seems when terrain violation kicked in, one player wasn't able to log back in at all because it still thought he was under the map! For now I've prevented all cars from entering the zones to mitigate the issue - Is this something we can fix plugin-side or is it Facepunch's problem? - I feel they wouldn't look into it as it's a zone conflict so asking you first.
  8. Neighigh

    NPC Kits Conflict

    Nice! I'll do that tonight before restart!
  9. Neighigh

    Raidable Bases

    @thepiercedweirdo That makes sense to me too. I've gone with a minimalist approach with chat messages, turned off a lot of zone notifications too and we use a plugin called 'Bottom', I put all our 'notifications' in that one. You could also use 'CountDownClock' - Count's down to a specific time, it's set to say 'WIPE' but a little editing and you can make it say anything you want, we use it for 'PVP Events'.
  10. Neighigh

    Raidable Bases

    @thepiercedweirdo Do you use RustAdmin? I use the Scheduled commands to warn my players: restart 600 "Make sure to get your body indoors or to a safe location. <color=red>Server restart is imminent!</color>" I have this run every night, you can configure the time to be longer so they have more warning. -This also counts down in smaller intervals as it gets progressively closer to restart.
  11. Neighigh

    NPC Kits Conflict

    You're awesome dude! Any chance we can have the option to swap between heavy/roam loot too? That would be super for hard+ base drops!
  12. Neighigh

    NPC Kits Conflict

    No worries! So the default scientist loot - like the components and random guns scientists drop: -They no longer drop this loot, which is a minor thing I liked to have them continue dropping as it can be a form of minor random additional loot, but am happy as long as the NPC Kits loot isn't dropping. -When they were dropping the default loot this wipe, they were suddenly dropping items the Heavy Scientists drop, rather than the regular roaming scientists in the game. -My junkpile scientists are completely missing on my server, the ones that guard barrels/boxes - I think this could be related, but maybe not to this plugin.
  13. Neighigh

    NPC Kits Conflict

    You're direction worked great! I've got them despawning the kits loot and keeping their assigned RaidableBases data kits. They are not keeping the scientist loot at the moment, but this is actually a good thing at the moment as they want to spawn Heavy Scientist loot without it. - After some thinking, this may actually be due to some bug somewhere else, my junkpile scientists aren't spawning at all!
  14. Neighigh

    NPC Kits Conflict

    Hey so I'm revisiting this today as the players should be busy getting ready for our raid grace period to lift. I'll try your suggestion there, here's the goals for getting a clean/desired drop off these NPCs: -Regular scientist loot drops when killed -RaidableBases config kit drops when killed -NPC Kits loadout does not drop/duplicate any items -NPC Kits does spawn and drop off of regular scientists at junkpiles Side Note: I've noticed since the last update that the NPCs have somehow become heavies and are dropping Heavy related items-grenade launchers, m39s, etc. - Any way to go back to the good ol' science bois?
  15. Neighigh

    Raidable Bases

    @nivexThanks! Must not have noticed it before lol So far I'm not having any Wandering NPC issues, just the delightful chase out of zone mechanic and it's definitely caught my players by surprise this wipe! Must have had it off before the update or something XD
  16. Neighigh

    Raidable Bases

    I'm actually pretty happy with them chasing players out of the zones. Makes the murderers harder to kill. When you do happen to fix it, can we get an on/off option?
  17. Neighigh

    Object Not Set to Instance

    This tends to happen randomly, had it happen with all types of lootables now. - I've reverted back to 2.0.6 for now so players have full functionality. Otherwise, loving that 2.0.7 stopped the excessive console spam and it definitely is lowering lag on the server!
  18. Neighigh

    Object Not Set to Instance

    Getting this in console and preventing from further looting: 05/12 22:29:11 | NullReferenceException: Object reference not set to an instance of an object This locks the last looted object's icon on screen and prevents the looting of other objects until the plugin is reloaded.
  19. Neighigh

    Unlimited PVP

    Sorry I forgot about this! I was also unable to reproduce it after the incident. The original issue was actually produced when the player had used multiple tcs in an overlapping privilege build so I'm beginning to suspect this was the actual cause. For now, the only time a base seems to not take damage with our setup is when it started without a TC. Players just place their own to initiate the raid and all goes well. Any time a TC is broken, the raid continues as it should, which is perfect!
  20. Neighigh

    NPC Kits Conflict

    Sorry my bad I didn't mention; I'm using custom inventories I want for their looks and drops with Raidable Bases Profiles. NPCKits is overwriting the kits and causing the conflict because it's trying to overwrite all general Scientists on the map and not looking for the ones plugins are spawning.
    Works great for us! We changed the display a bit and use it to announce Server Events! If you know what to edit, you can pretty much use it for anything!
  21. Neighigh

    NPC Kits Conflict

    Any chance we can have the plugin omit NPCKits from affecting the NPC loadouts? Steenamaroo had me check in with you to see if we can get this supported. Currently we've got a little conflict back and forth depending on which spawns first. Here's the convo I had with Steen on the subject: https://codefling.com/files/sc/1718-api-non-null/?tab=comments#comment-8302
  22. Neighigh

    API Non Null

    Copy! I'll relay it over to Nivex's territory and see what we come up with. In the end it comes down to who's plugin loads 2nd. If RaidableBases comes in 2nd, everything works great except we get some double loot spawning action on deaths. whereas if NPCKits comes 2nd, we overwrite the spawned loot intended. - Either way it's a conflict, but it's cool to see different results XD
  23. Neighigh

    API Non Null

    Hi! Great plugin, everything's working well on my end, just one little conflict with another plugin I'm utilizing for it's NPC Loadouts. I'm Using Raidable Bases by Nivex: Looking to make sure the defined loadouts for these NPCs aren't being overwritten by NPCKits. I see the tag about the API needing to "return non null" - Not sure what this means as I haven't played with API stuff at all with any of our plugins. Can you help me out with this? Assuming it's the ticket to resolving the conflict I'm seeing.
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