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Everything posted by Jbird
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Still need to know what is taking damage when the error occurs, and for you to check configurations as NRE are often a config error.
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If this is not happening with spawning the ship by command or with a vanilla spawn then this would be something that needs addressed with the developer of the plugin spawning the ship. Something is wrong with the way it is being called if the error is not happening in other instances.
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And just to see if this is similar to the other recent report, is it the first opening or after someone has died and they are trying to enter again?
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Can you explain further, are the NPCs from BetterNPC showing up? You said they are there the entire time but then you said they die when they enter the map.
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How are the red cards obtained that they are trying to use? Looking into an issue where players have died inside the room and are using another plugin to generate a red card from another basic card like a green for example. Currently looking into that process and wondering if this might be similar in some way.
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Do you know if the developer of DynamicPVP is active recently? It is certainly possible but may take a bit of work. The best option would be if there are exclusion zones or something to that effect, where you could exclude it creating a PvP zone in Harbor specifically.
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Do you have a plugin called AdminChinook, or any other plugins regarding the chinook or oil rig? I will look in our Discord as there have been at least 2 or 3 plugins that had recently started creating issues mostly with the chinook so I have a feeling you may have a similar issue as has been found.
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If you are still having issues with this feel free to create a ticket in the Mad Mapper Discord you can tag me and KpucTaJl. I believe that with the loot plugin you are using, that you cannot use the prefab path option. It will always route to the NpcSpawn path if I remember correctly, I will check my notes more closely to make sure but I know some of the loot plugins work in that way. But you can experiment with several different loot options depending on what you are trying to do and I don't mind going over that with you if you are still struggling with that. Just let me know here or in the MM Discord or feel free to make a ticket on here too. Discord is more private but whatever works for you. Saw you got a couple different answers on it but just wanted to follow up.
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I appreciate the open debate. Honestly I am just curious primarily with your thoughts on the command that can be issued to check foundations before much is invested in the base or at any point? The most common thing I hear is that new players don't know it, or that it has to be communicated to the player base. I just feel like most modded servers have information and references to it, or active people on the server and once people know about it generally it spreads. I understand that it is not perfect but most decisions such as these were made to avoid repeatable errors that were found during testing and feedback when the plugin was first released. In my opinion often people especially on PvE servers will make a heli base for patrol heli, they can do the same thing and create a small defensive base just to run the event at on different difficulties. Just ideas and thoughts though that's all. /checkfoundations - checks all the foundations of the house for the event (must be within TC range while using command) ⊘ - you or your friends are not the owner of the foundation ⊝ - the foundation does not match in height/depth ⊛ - the foundation does not match the topology (prohibited topologies: Cliff, Cliffside, Decor, Building, Monument, Clutter, Mountain) ◉ - the foundation is located within a radius of 40 meters from the custom monument I feel like the plugin is consistent, but I do understand that it is hard to have something perfect for everyone. Especially when it comes to a default configuration for example. If you would like actually feel free to jump in the Mad Mapper Discord to create a ticket you can tag KpucTaJl and me too if you wanted, he could give any further answers or explanation. You don't have to do it just want to invite you to if you'd like. But generally to answer why it is not just as simple as to allow something that was prevented for one or more reasons in the past.
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Was that with the other plugin unloaded?
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By the POS that looks normal that is the ship exiting the map. The scientists are all killed when that happens and it removes their drop bags too.
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What is the timer set to? Could you test letting it run once without the command to see if it happens when it spawns normally? Moreso wondering if the command is running again before it has left the map and that could be when the NPCs are disappearing. But always good to test possible conflicts.
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Will run some tests on it this week when I have time. Does Cargo run normally on your server or do you have anything that runs it on a schedule or anything like that?
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Okay glad the heli issue is resolved. Let me know what you notice with the cargo NPCs maybe whatever issue you were having before stopped after a restart and hopefully they are fine, if not just let me know. We have not had other reports yet but will check it ourselves whenever we have time.
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1) No you can just reload the plugin 2) Checking console around when this happens would be good. That is quite odd to be honest would consider plugins you have especially anything that was added around the time this started happening. Very likely is from a plugin if I had to guess without more information leading up to this happening, commands being entered, things like that.
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How are cargo ships spawned on your server? Do you have any other plugins that affect gargo ship in any way? Any chance you can get a clip of this happening and check a few things like the map and anything in console around that time? Also still curious which NPCs are not spawning for you, chinook from drops or patrol heli when it is taken down?
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For sure, if you are getting the report from someone feel free to send them to the MM Discord have them create a ticket and tag me. Will look into it though I think I have at least one other thing to try to test or maybe it's something in RustEdit but when I get free time this evening or this weekend I'll run it a bit myself and see if we are getting the same thing and go from there. I have a feeling if there is something else conflicting wonder if it would have anything to do with those NPCs being customized or replaced by another plugin that is using the same hook and calling it in such a way that it kicks the other NPCs out and leaves them hangin ha. Thanks for the feedback.
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Yes try increasing the radius to whatever you think would fit the area, maybe 100-200 somewhere? You have set enough spawn points for that many NPCs correct? If you have 2 different presets, just make sure each preset has enough spawn points for however many you are assigning to spawn. When you reload the plugin is it loading fully? Are you seeing any errors at all? Just want to offer if you want to jump in a Mad Mapper Discord and create a ticket you could even share the file I could help take a look at it and see if anything else pops out. Curious about the spawning timer issue and wondering if the plugin and or that file is fully loading properly. If you are comfortable sharing it in public you could share that custom file here if you wanted to just wanted to offer a private ticket option as well in our Discord.
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They did not specify if it is patrol heli or chinook I am waiting for a response on that part. If they say chinook then we can try to confirm further, and will try to run some tests on it soon to see if we are getting the same thing on a server with only the needed plugins and others from the developers library to see if we would get similar results. Not going to assume what it is but definitely willing to test and look into it especially depending on what other details emerge.
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Are you in the Mad Mapper Discord? You could create a ticket there if you wanted to dig into that some more. The support ticket you referenced is about cargo NPCs despawning and then says that the NPCs are not spawning for chinook. This sounds different. Have not had any other reports about that exact issue even for custom spawned chinooks. Depending on the custom chinooks and how they are being spawned it could be looked into from both plugins to find out when and how they are spawning in the air. Or if it is preferred the chinook NPCs can be disabled in the data files as well.
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Are you ensuring that you have enough space what is the size you have set for the monument? Also do you have enough spawn points for them? Just to confirm this is when they are appearing again after death correct? Do you have more than one preset? And has the plugin been reloaded since those changes were made? Same question for the size of the monument and the spawn points, is there enough space and spawn points for that many bots to appear?