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KpucTaJl

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Everything posted by KpucTaJl

  1. I talked to the mappers from the Mad Mappers team and we watched the video for this map, most likely there is no Ocean topology on the water, but there is a Lake topology. Thus, there is no navigation grid on the water. Then, for the current map, you can try adding the Lake topology to generate a navigation grid. BUT for other maps, this implementation is not suitable, because there are lakes inside the island, on which boats will also appear in this case, and this is already bad, therefore this topology was excluded. You can try adding the Lake topology and see if it fixes it, but don't forget to put everything back when you change the map. Implementation of adding a Lake topology: private int AcceptedTopology { get; } = (int)(TerrainTopology.Enum.Ocean); -> private int AcceptedTopology { get; } = (int)(TerrainTopology.Enum.Ocean | TerrainTopology.Enum.Lake);
  2. Hi, everybody Covfere, you are fine with the configuration, you have specified the positions correctly in your second revision. You just need to specify the standard Vector3 through the list, nothing else is required. And no matter what the depth is, the plugin itself will analyze your positions, find the nearest position on the navigation grid and apply it so that the boat appears at the point of the navigation grid. You also have no problems with depth. The whole problem you have is that your server has not built a navigation grid on the water. That is, in fact, there are no positions on the navigation grid, which is why the plugin tells you that no place has been found, because there is not a single position where boats can appear and begin their movement. This algorithm, which searches for the nearest point on the navigation grid according to your coordinates, cannot find a position on the navigation grid because it is not available on the server. Why this can happen. This is a map issue. There are several reasons why this can happen. The first and probably the most obvious is incorrect topologies. It is possible that Decor or Building or Clutter topologies are made on the entire map where there is water. One of these things, but everywhere. Which is not normal behavior for the map. Sites with such topologies may be on the water, but not everywhere. Further, as for other topologies, the Ocean topology may not have been made where there is water, but I don't think that's possible. The second reason is the depth in all places where there is water does not exceed one meter, but looking at the map it is clear that this is not the case and I would not consider it. The third reason is that all the positions on the water on the map belong to some kind of monuments, but this is also a crazy idea, the map shows that this is not the case and I cannot present a map with such conditions. So, I think that in your case there is the first point why there is no navigation grid on the water. I need to open this map in RustEdit to identify exactly which topology is not being followed. The map developer can contact me at Discord, I can help him, there is no problem. You can also remove some kind of topology from those prohibited in the creation of the navigation grid. BUT, in this case, there will be a bug with some places on the map for boat movement and the plugin will not work correctly. Depending on which topology is removed, the scale of the problem will be different and in different places.
  3. in general, if the NPCs are getting smaller and smaller every time, then there are two options, the first is that something destroys them and does not kill them, perhaps some kind of plugin. the second option is that some kind of error occurs during the killing of an NPC, but then there must be an error in the logs when this NPC dies
  4. could you better contact me at Discord? We could quickly resolve this issue by having quick communication
  5. These errors occur when Cargo is most likely floating off the map
  6. let's take one thing as an example, some one file that you have a problem with, and use the example of one to find the problem, you say that there are no NPCs on TrainYard, but judging by your logs that you have uploaded, they are there, am I right? send me this one file
  7. Hi. Please reload NpcSpawn and send me all the messages from the server console, and also do the same with BetterNpc. Next, run the ShowAllNpc command and also send me a response in the console
  8. Version 1.0.7

    460 downloads

    Want to spice up the Ferry Terminal location on your map? Look no further! Captors have taken hostages and are going to execute them if they cannot enslave them. Liberate the hostages while waves of backup arrive Johnny Blaze style on their motorcycles. They will be relentless and merciless. It's recommended that you bring a friend or two for this one! Description The event will begin with a notification that captors have taken hostages and will be trying to take them away to enslave them from the Ferry Terminal monument. First you will want to dispatch as many of the enemies on site as possible without alerting them of your intent or presence. Once you are ready though, alarms will be sounded and they will attempt to call for backup. Once the backup begins coming on motorcycle they will continue to send units to keep you from liberating the hostages, or execute them as opposed to letting you get them to freedom! Each hostage will have a small radius and a configurable countdown will begin as you work on releasing them from their shackles. Once freed you will still need to escort them to a ferry nearby, and they will thank you by opening a hackable crate for you. There are indicators that help highlight important event items such as the hostages. The configuration file gives plenty of options to customize the event, from NPCs, timers, rewards, and plenty of other options like integration with plugins you already own, in game UI, and more! Dependencies (optional, not required) True PVE Pve Mode GUI Announcements Notify Discord Messages Alpha Loot Custom Loot NTeleportation Economics Server Rewards IQEconomic XPerience Kits Better Npc Monument Owner Chat commands (only for administrators) /ftstart - start the event /ftstop - end the event /ftpos - determining the position coordinates for changing the location of NPCs and crates. It should write in the configuration (Attention! The event must be started, the current position of the administrator in relation to the monument is read) Console commands (RCON only) ftstart - start the event ftstop - end the event Plugin Config en - example of plugin configuration in English ru - example of plugin configuration in Russian Hooks void OnFerryTerminalEventStart(Vector3 pos, float radius) – called when the event starts void OnFerryTerminalEventEnd() – called when the event ends void OnFerryTerminalEventWinner(ulong winnerId) – called at the end of the event, where the winnerId is the player who did more actions to complete the event My Discord: kpuctajl Join the Mad Mappers Discord here! Check out more of my work here!
    $35.00
  9. KpucTaJl

    start event on time disable

    "Is active the timer on to start the event? [true/false]"
  10. KpucTaJl

    start event on time disable

    Hi, there is such a parameter in the configuration of each of my events, this is the third configuration parameter of each event
  11. KpucTaJl

    Remove raid

    Hi, yes, these are the weapon settings in the NPC preset
  12. KpucTaJl

    Crate & Drop NPCS

    Hi, if there is such a problem, then there is an error during the load of the plugin to the server or during the deletion of a locked crate. It's easy to check, you can spawn several CH47 on the map, one of them will drop the crate on the monument, then delete it and see if the NPCs will be deleted, it will be good if you shoot a video where you can see how the crate was dropped, the npcs did spawn, at this moment there will be no other NPCs on the monument, there will be the radar is turned on, then the crate will be deleted, and accordingly the result will be shown on the video. Also, if the NPCs do not delete, then send the errors that are in the console and by mistake I will look at what the problem is
  13. KpucTaJl

    NPC SPAWNING

    Changed Status from Pending to Closed
  14. KpucTaJl

    AirDrop NPCs Delay

    Changed Status from Pending to Closed
  15. Changed Status from Pending to Closed
  16. Changed Status from Pending to Closed
  17. KpucTaJl

    37 Items Remaining

    Hi, I don't quite understand what you mean, could you record me a video of what you're talking about
  18. KpucTaJl

    Russian?!?!?!?

    Changed Status from Pending to Closed
  19. KpucTaJl

    Exploit on Prison Gates

    Changed Status from Pending to Closed
  20. KpucTaJl

    Exploit on Prison Gates

    The developer of this plugin then will then have such a problem with any event, well, or any plugin where this action is prohibited. It is much better for him to check such a parameter as entity.pickup.enabled in his plugin. This variable has the value bool, so he will be able to check whether it is prohibited in other plugins or not
  21. KpucTaJl

    Russian?!?!?!?

    Hi, what message are you talking about? If this is a chat message, then you can edit all chat messages in the lang file
  22. KpucTaJl

    NPC SPAWNING

    hi, I didn't quite understand you, do you mean that you are now using the default configuration and there is no problem anymore?
  23. KpucTaJl

    Exploit on Prison Gates

    have you checked for sure and are you sure that this result is not given by any of the plugins on your server?
  24. KpucTaJl

    Exploit on Prison Gates

    how can I get the same result as yours?
  25. KpucTaJl

    Exploit on Prison Gates

    I also have the RustEdit dll installed on the test server
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