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Everything posted by KpucTaJl
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4) I've come up with another reason why you can get it, you may have files from other custom maps that will work on any map, but you currently have another map running
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I have now prepared a video where I load the default configurations for both the BetterNpc plugin and the BossMonster plugin. In the BossMonster plugin, I made all bosses spawn, not just 5, and in BetterNpc I disabled the sleep mode so that all npcs move at the same time to try to cause the problem as much as possible. But as you can see, not in the console, not in the server logs file, I have no messages about such an error.
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better yet, create a ticket in Discord Mad Mappers to figure out and solve this problem quickly, rather than taking a long time through the site. Otherwise, we will exchange messages with you once a day, and not through live communication in real time via Discord
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I'll try to keep the server running for another day with the map provided by Luuxen proceduralmap size: 4800 seed: 622707043
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Hi, there is currently no such functionality in the plugin
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Hi, show me all the messages in the server console when you load the NpcSpawn plugin, then when you load the event plugin, then when you start the event, and then when the problem occurs
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I can't prevent spawn in these places. I can edit the data file, although the server administration is responsible for configuring the settings files, but I can still do this so that there are no such moments in the default configuration. But for this, I need at least the name of the file in which this happens, because at the moment I do not receive these messages with the default configuration. I left the server turned on yesterday and it worked for a day to test this, and I have not received a single such message in the last 24 hours. There are several possible reasons why this happens.: 1) some kind of custom map is used, on which the monument is located in an unusual way, not like on the procedural map, then I need this map (unlikely) 2) the data files have been edited several times since the release of the plugin, you may be using one of the older versions (maybe) 3) perhaps it gives out some kind of metro module or underwater laboratories, which I did not have on the map during testing, then I need the size and seed of the map (highly likely)
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Hi, this message says that you have one or more NPCs on a server that was hosted in a place where there is no navigation grid. But according to the configuration, it should appear exactly there, and according to the configuration it is indicated that it is not static and should move, so it tries to start moving every time, but it cannot because it does not have a navigation grid. This is what the message in the log file warns you about. This must be fixed. Because it also causes a high load on the server. First you need to find the file or files that cause this message. How to do this, you can simply turn off or turn on the files one by one and download the plugin, depending on whether the message data is present or not after the plugin is fully loaded. Next, when you have found such a file, you need to find which preset from this file creates such messages. In the same way as before, each preset can be turned on or off. As soon as you find the file and inside it which preset creates such messages, then you can see how the spawn of this preset is configured, if it is a point-by-point spawn, then you need to find the point at which such a problem is created and delete it or move it to another location. If a random spawn is set up, then you should use a point-by-point spawn to avoid getting into such a problem. It is also worth paying attention to the choice of the navigation grid for this preset of the NPC, perhaps the choice of a different navigation grid is configured, unlike what would be necessary for this location.
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Hi, each boss has its own configuration parameter, make sure that you kill the boss who changed this configuration parameter
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Changed Status from Pending to Closed
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Hi, this is happening because you have an error in the configuration file Your configuration file contains: "SkinID (0 = default)" "Name (empty = default)" Although the default configuration uses the entry "SkinID (0 - default)" "Name (empty - default)" You have replaced the "-" sign with the "=" sign, which is why the plugin does not understand your entry
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Hi, this video shows the server version, the Oxide version, and also shows the reload of NpcSpawn and BetterNpc plugins. The plugin files were taken from the website, the archive was downloaded from the website and the plugin files were installed. As well as all data files All default configuration files for NpcSpawn and BetterNpc plugins were also used. The video also shows the use of a map with parameters seed = 2084573818 and size = 5000 There are 3 Oxim`s Gas Station monuments on the map and they are located in squares J6, V15, G23. The video shows a visit to each of these monuments.
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Hi, send me all the messages from the server console, when the BetterNpc plugin loads, I need exactly all the messages. Also send me your configuration file. Better yet, please create a ticket in Discord Mad Mappers for faster communication It is also useful to know if this happens only at this gas station or at all gas stations on this map This can happen for several reasons: 1) This monument is not a standard Facepunch monument 2) an error occurred while downloading the settings file 3) the appearance of NPCs is disabled in the settings file or the file is disabled 4) the configuration file contains incorrect coordinates for the NPC spawn 5) the name of the configuration file has been changed
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Hi, in fact, this already exists, there is a link to Google drive in the description of the plugin, which is updated by the map developers themselves so that it works automatically and you can see which maps have default files, similarly it works for the BetterNpc plugin
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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);
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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.
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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
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could you better contact me at Discord? We could quickly resolve this issue by having quick communication
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These errors occur when Cargo is most likely floating off the map
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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
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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
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Version 1.0.7
620 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- 18 comments
- 6 reviews
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- #ferry terminal
- #ch47
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"Is active the timer on to start the event? [true/false]"
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Hi, there is such a parameter in the configuration of each of my events, this is the third configuration parameter of each event
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Hi, yes, these are the weapon settings in the NPC preset