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Everything posted by Neighigh
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Working well on my end! Any chance there's a way for us to use this with oxide/data files as well? If we could specify the path ourselves with the naming conventions that would be mega helpful. Exe: [<number>d][<number>h][<number>s][<data/config>][<optionalsubfolderA>][<optionalsubfolderA>]<configname>.json Hoping this idea flies well with you, it would make a world of difference for us!
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- #config
- #configuration
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I've heard this come up before, not sure if it was above with a solution but I'm fairly certain restarting your server will fix the issue. We've gotten into the habit of restarting our server at regular times every day to clear memory data but it works well to remove persistent bugs like this as well. If my memory serves right, this can happen when another function during saving gets hung up and ceases to complete. So reloading the plugin won't help. There could be a way to stop save functions via commands but I'm unaware of any that exist.
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- 474 comments
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- #abilities
- #boss
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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.
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- #abilities
- #boss
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- 474 comments
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- #abilities
- #boss
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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!
- 474 comments
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- #abilities
- #boss
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- 1,586 comments
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- #leveling
- #progression
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- 474 comments
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- #abilities
- #boss
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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.
- 1,586 comments
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- #leveling
- #progression
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- 474 comments
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- #abilities
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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.
- 474 comments
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- #abilities
- #boss
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- 474 comments
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- #abilities
- #boss
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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.
- 474 comments
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- #abilities
- #boss
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- 474 comments
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- #abilities
- #boss
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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
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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)
- 474 comments
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- #abilities
- #boss
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- 474 comments
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- 1
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- #abilities
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@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