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Everything posted by Jbird
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Lookin good on my end! Only a coupe things @ProCelle Forgot to update plugin version in the CS file, still showing 1.0.8 Might need a slight visual update or code revision. Seeing some small lines that I don't remember seeing before in and around the bar when it's popping up. Just visible lines especially near transparent boundaries that didn't really show before. Shows up more with some colors than others. Darker colors its less noticeable with. Attached an image so you can see what I'm talking about. Will check it more periodically and ask others to see if it's just on my end for any reason. Functionality is spot on though good and quick work as always, thank you!
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Thank you for the feedback. There is an update already in the works. Stay tuned on this. Thank you for the feedback. Keep an eye out for this update that's coming and keep the feedback coming. It is indeed being fine tuned and we are finding any or all of the common denominators to there being any issue. Thank you for sharing this. It might be worth trying to mention it to the developer of StackModifier, but we may find another way to sort it out on our end as I think this happens with a few plugins that use custom skinned items. Thank you for the feedback here as well. Likely there is a stack related plugin that is doing something similar, by creating a conflicting sub ID for the item when it is stacked or split. It is worth looking into that plugin and it's handling of the item, but with the feedback we might be able to have that taken care of.
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You quoted me answering the question you're asking but it's okay I can answer it again. NpcSpawn has a configuration option and all you have to do is enter true into the config option in the CS file. It's in the 2nd quote, which included directions to ignore the 1st quote because the option had been added to the base plugin and it's config. It's also in the update notes. We have had the plugins configured this way for a very long time without any issue or complaints. I don't know of many servers out there that need NPCs to fight each other because there are players on them to fight the NPCs instead. But the option has been added so please update NpcSpawn and use the config for it to add any NPC types you have that need added.
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The above should work. If you're adding it to their belt (it's own category it's own slot) it's not going to work. This ammo parameter was added to the config to allow different ammo types but they won't recognize separate belt items unless it is a healing item, throwable, or a weapon. That's a bit confusing though because I see that everything is technically a belt item, I just meant if you were to place it outside of the ammo config option for the weapon it is being used with. I blame lack of sleep for my poor explanation but hopefully I'm at least starting to make sense. You would not need to unload it but you would need to reload it once you saved the new config version. Just the plugin. Otherwise it is good practice to unload to make changes and load again after.
- 194 comments
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That makes so much more sense, apologies. I didn't realize you were replying to the other comment. Good point though. "Belt items": [ { "ShortName": "multiplegrenadelauncher", "Amount": 1, "SkinID (0 - default)": 0, "Mods": [ "weapon.mod.flashlight", "weapon.mod.holosight" ], "Ammo": "ammo.grenadelauncher.buckshot" }, Should look like this in that section. Were you adding it to their held items? (This is an edited version of the default config supplied so yours may look different but it's to show where the Ammo section is and how to change it.
- 194 comments
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- #boat
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Currently that isn't an option but I'll bring it up with the developer as a suggestion. My recommendation would just be to have a low amount of patrols or the amount of NPCs in each patrol to make them less troublesome. In my opinion having them set as neutral unless attacked somewhat defeats the purpose of having them, still I will bring it up as perhaps others might like that idea for various reasons as well. Do you have any video of this happening? Are you saying that they are able to do this without the NPCs fighting back or that this is a tactic being used to fight them? There just isn't much context here to know if you're saying that this is an issue or more details on it in general but let us know a bit more to go on.
- 194 comments
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- #boat
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Will look into this, it somewhat defeats the purpose and the difficulty of building a base and defending it, if you can simply copy and paste bases for it. However many people do use copy paste in many different ways so it is likely we will find at least one solution to this issue if we find that there is one. The reason that it is any kind of an issue is in regards to ownership or something to do with the build, as copy and paste depending on the way things are being pasted, will not always give ownership to the person pasting it, especially when it is used through another plugin for example, or bases that would not normally be able to be built might also be used. The plugin does verify a few things about the base before allowing the event to launch. Thank you for the feedback and suggestion.
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UPDATE NpcSpawn has been updated in anticipation of an upcoming plugin, as well as to allow this option moving forward a bit more easily. The previous message can be ignored, simply update NpcSpawn and change the new option added to the config file to allow targeting custom NPC. Have fun with it! And keep your eyes out for a new plugin coming soon!
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For anyone looking to allow NPCs to attack each other, including plugins that don't really get support otherwise. WARNING: This will use up more of your servers performance Depending on the amount of NPCs you are running between plugins this can cause a noticeable difference, keep that in mind. I am including the direction to change it for yourself as well as a copy of the current file so that it can be used currently. Keep in mind when the plugin updates you will want to take note of these changes and make the changes again. There are 3 changes to be made in the NpcSpawn cs file. Step 1 Change this if (!target.IsPlayer() || target.Health() <= 0f) return false; To this if (target == null || target.Health() <= 0f) return false; Step 2 Remove these lines if (IsCustomScientist(attacker)) { if ((entity as BasePlayer).IsPlayer() || entity.OwnerID.IsSteamId() || entity.skinID == 15446541672) return null; else return true; } Step 3 Change this BasePlayer attackerBP = attacker as BasePlayer; if (attackerBP.IsPlayer()) { if (victimNpc.CurrentTarget == null && victimNpc.CanTargetBasePlayer(attackerBP)) victimNpc.CurrentTarget = attackerBP; return null; } To this BasePlayer attackerBP = attacker as BasePlayer; if (attackerBP != null) { if (victimNpc.CurrentTarget == null && victimNpc.CanTargetBasePlayer(attackerBP)) victimNpc.CurrentTarget = attackerBP; return null; } NpcSpawn.cs Remember that this is the current version of the plugin and once updated will be come outdated and will need the changes above made again. If someone comes here in the future just come to the Mad Mapper Discord though it's easiest to just sort it out there and make any changes at that time. We have a channel for patches just for instances like this.
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Do you have all of the specific quotes? This feels really instigating and unnecessary. First of all the developer likely did not say that, if anyone it was probably me since I do nearly all support for the English speaking community that uses KpucTaJl's plugins. I am not the developer. And depending on the context there are some things that another developer should address to be honest. I know there have been times I have suggested this and I am not flawless, but I usually have a decent idea of what I'm talking about when I speak. So perhaps if all of the names above are going to be dropped why don't any of those people have a conversation with each other instead of you making a public claim about it yourself? The developer and I are actively walking a customer through changing this in the Mad Mapper Discord ticket system. We are aware that NpcSpawn is the reason that it acts the way it does in this context. NpcSpawn has been specifically written to ignore other NPC and only be on the lookout for players. I will not go to look at the name of that person or call them out publicly because that's fucking ridiculous in this context to be honest, but it was literally just within 24-48 hours tops that we were working through this and the developer was able to quickly have them attack back. Progress has already been made and I think the final step was just going to be to allow damage in one particular direction. So to make a callout video was a really unnecessary waste of time when you could instead just ask about it and we could offer a resolution. KpucTaJl has no intention to add this functionality for all NPCs because the most of us in the community do not need NPCs to attack each other and use additional server resources, the players should be the ones killing the NPCs for most of us but as customers and as people in the community, one has but to ask for help and I've rarely known the Mad Mapper team say they won't or can't do something. Perhaps it is for immersion or perhaps it's just a reason to stir shit up. But either way, I will share in this conversation, the final collection of steps (so far only 2) that will allow this to happen as desired. Thank you for the information and I'm sorry you feel the need to present it the way you do, but regardless of what anyone else is saying, this can easily be quoted, there is a button below this message. Please use it if you're going to quote me and do so accurately, as well as other people in the community. If you have any other questions about BetterNpc this would be a great place for those though.
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Will discuss the idea with the developer. I get your explanation now but I think there are still easier ways to do this. Example, you use this plugin to reload any plugins in the order you want them to load. Give a short timer in between and load them in the order that works for this situation. It's free so it seems worth trying to me.
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- 194 comments
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- #boat
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Got this in RCON. Exception while calling NextTick callback (KeyNotFoundException: The given key was not present in the dictionary.) at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <fb001e01371b4adca20013e0ac763896>:0 at Oxide.Plugins.TeamInfo.GetImage (System.String url) [0x00000] in <35afef74c0b947edbefc6a1524d0cd16>:0 at Oxide.Plugins.TeamInfo.ShowUIMain (RelationshipManager+PlayerTeam team) [0x00394] in <35afef74c0b947edbefc6a1524d0cd16>:0 at Oxide.Plugins.TeamInfo+<OnTeamCreate>c__AnonStorey8.<>m__0 () [0x00060] in <35afef74c0b947edbefc6a1524d0cd16>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <bae5f1223fce49c493b01571c99dce02>:0 Also getting this in F1 console nonstop. AddUI: Unknown Parent for "UI_TeamInfo.pos": UI_TeamInfo.bg No UI at the moment as a result of one or both.
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Just because it costs money, there is work to be done on your end. Can I get some context as to what you are trying to do, what you are struggling with, some details? How can I make this easier for you with no context at all? I am not the developer I provide support. 1) There are 2 commands listed in the Description panel. Read it again slowly. /WorldPOS - displays the player’s position on the map /SavePOS "Boss Name" - saves a new position to the configuration file for the boss with the name - "Boss Name", relative to the nearest monument 2) There is a ReadMe file, and most other questions should be answered in the config itself as you go through it. The plugin even now generates a default custom config for ease of use. 3) Let us know what you are having problems with otherwise.
- 472 comments
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- #abilities
- #boss
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I appreciate the honesty. You have unrealistic expectations in my opinion but as long as you can understand your faults along the way then I can at least reason and debate with you. I do think you have unrealistic expectations of support, for mods, for a video game. This is not a full time hourly job that people get paid to do. I in fact am not even the developer I just provide support for him because of how many questions, in many different places, he gets about his plugin. Waiting a day or two for a response is completely reasonable. Some developers take not only days but sometimes weeks to reply or fix something to be honest. Some valid points being made but no need to be disrespectful. I think there are simpler more relatable examples and metaphors as well. They did not need to be rude so I agree with you there but nobody is going to tell you that a day or two is entirely reasonable for a customer to have a response. This is a one time payment for a plugin that you share with your entire community, anyone who joins gets to share in its use. So the price is fair in that regard and since it is reasonable and expected that many servers are just trying to make some money, and do quite well in this regard. Servers that have stores set up can cover the cost quite easily enough. But as far as the time it takes to respond, are you paying a subscription fee? Are you paying for continued support? No you are paying for the file, and you should look for the best place to get the quickest response, which would be the Mad Mapper Discord in this case. Otherwise yes for the many other Discords, websites, forums, you should very well expect that there is nobody just sitting there waiting for issues and having nothing else to do with their time then to reply, immediately. Let the plugin developer or their support (me) reply though and you won't get mistaken for a developer or anything else. I get confused as the developer constantly because I provide support for him. Just a thought though. Point taken but be patient and take responsibility yourself as well. There is no place anywhere that says that you will get immediate responses. I am probably helping this developer to have some of the quickest turnaround possible and still it doesn't seem enough in an instance like this, which can really deter wanting to try to stay on top of things. Ensure you are able to manage your servers and put the work in yourself on your end, it shouldn't be a problem to communicate to your community what's going on or that something is being worked on.
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- 194 comments
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Just posting one time will be sufficient. I assure you we will reply. But I will reply in the other places this has been posted as well. The first think that I will ask is that you reload the plugin, and share the console response. It will show all of the files loading and give other details as well potentially. oxide.reload BetterNpc 1) These are BetterNpc NPCs? Can you give details on which ones, and what their loadouts are? 2) Confirm you have the most up to date versions of NpcSpawn, the core plugin for BetterNpc, and the NPC Raiders plugin. There should not be any issues with that plugin as this was addressed a short time ago. 3) You have no #3 4) You would have to be more specific on what glitch out means. There should be no issue customizing their outfits. As far as riding horses that's definitely another plugin. But customizing their weapons outfits and all of their stats should not ever be a problem. I could confirm that bone knives work, but they should, as I don't know of any other melee weapon that does not work. 5) So you have the plugin set as below? If so there should not be an issue here. I assume you've also reloaded the plugin since setting this. Some settings will work with the command where you reload the single file, but for a change like this you'll need to reload the whole plugin (not the server though). "Enabled? [true/false]": false, "The size of the monument": "(60.0, 1.0, 60.0)", "Remove other NPCs? [true/false]": false,
