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Everything posted by nivex
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I checked around beaches and deeper water to see if the NavMesh sampled a position correctly and it does. The position is on the ground / ocean floor, as opposed to being on the waters surface which would cause this issue so far not seeing any bugs in the plugin but I updated a few things just in case there are any. it's possible that the areaMask is not working on some maps so I've changed it from -1 to 25 which is specific for heavy scientists since those are the npcs that I use. the areaMask is what the NavMesh would use when sampling a position. think of it like trying to hang a picture on the wall. you need a good spot on the wall (NavMesh) to hang the picture (npc) first. so you look at the area (areaMask) on the wall and determine where (position) you want to hang it
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which map size/seed? type server.seed in the console jack1234 wouldn't be valid and so it's probably set to 0
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nah, I will figure it out and send you the result in DM yes, Rust uses UnityEngine so my code would use the Unity code. much like a game that uses UnrealEngine would have to use Unreal code.
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ok, not a plugin bug as I had thought. that's good, because this was a really confusing issue and I knew I was doing it correctly. this is a Unity bug where it says the agent isn't on the navmesh when it actually is. this particular bug has been an issue in Unity since 2012... (Rust uses the Unity engine) the workaround is simple enough https://forum.unity.com/threads/failed-to-create-agent-because-it-is-not-close-enough-to-the-navmesh.125593/
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what map are you using? seed+size attach the profile with this issue too
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nah, that's not what I meant. navmesh is where the npcs are able to walk. players walk on the ground and other areas, and npcs walk on the navmesh which is on the ground, too. I get the position from the navmesh, and then spawn that npc directly onto it. your error is from some other npc that isn't on the navmesh. such as an npc inside of a rock. those are not my npcs.
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as I said I've had it happen with 0 plugins I don't spawn anything off the navmesh, either. I don't know what causes it in the map, otherwise I'd have given a solution =/
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hi, I don't spawn the npc if it's not on the NavMesh, unless it's a stationary npc in which case I disable the NavMesh for that npc. so it isn't this plugin I've had this happen with 0 plugins too. I think it's a map issue where it's trying to spawn an npc into a rock. but if you see other plugins where npcs spawn into rocks or clip into them then that would cause it too. mine walk through walls at times but that's not going to cause that issue. they're already spawned at that point.
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sure you can use it for that too. no problem!
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no problem yes, base loot will get added first if Always Spawn Base Loot Table is enabled in its profile yes, if you have them in both files then base loot will spawn (given the above) and difficulty loot may randomly spawn on top of that too if you notice items spawning that are not in your loot tables then it would be from the copypaste file (not from my tier packages though) and you can enable Empty All Containers in the profile to fix that. should also report that issue to whomever you got the base from so they can take the items out for you
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you need to set the amountMin to 0 too I've updated the docs to reflect this
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hi, you cannot set it lower than 12.5. this prevents you from accidentally breaking the plugin.
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heya, you can't delete the file. Oxide will recreate it when the profile tries to load the base loot table. an empty file won't be used so that's why you don't see it in your bases. the plugin can't put items back into a file once you've edited them out, nor can it change amounts on its own. it just can't remember what you've done in order to do that. you can maintain any edits. if anything happens contrary to this then its caused by something else, such as Oxide, which has reverted prior edits of mine base loot is to hold a few items that should always spawn for a specific profile of bases. difficulty loot is to hold all other items to be randomly picked from for specific difficulties. this is detailed in the documentation.
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@imkat98 I get the rare report regarding this but haven't been given any errors I can look into it again but I can't fix this without an error or at least being able to reproduce it. I think the RaidableBasesUID datafile is being reset and there's nothing I can do about that if so. I never reset it unless it's null/corrupted
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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no problem. I will fix the eject for the attack helicopter and add an eject option for it disabled by default.
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hi, post your eject settings
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you need to remove owner from that copypaste base or give whatever steamid it belongs an immune permission, where the lifetime is "none" in the config just ignore the completed message. it is harmless and will be fixed next update
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ok, post the config and mention anything else that you've tried.
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@Samuel Pumpe yes, it's per profile no, it won't ignore that amount entirely. it must have an amount to start with or it will not work at all. it just will not force that amount to spawn. it'll roll on the probability once and spawn from that only. so if you don't have enough loot in the base then that's why, and players won't be happy with this
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@HowlingWolf hi, you can use the rb.config add command to add bases easily rb.config add "Easy Bases" easy1 easy2 easy3 etc. it is case sensitive so type the names exactly or it will overwrite it @Samuel Pumpe hi, I will add this probability option for you, but I don't think it's a good idea. some players will be very upset with this and likely leave the server over it. it will be Do Not Force Items With Lower Probability To Spawn you can use the text field for this, add it to the note { "shortname": "note", "name": null, "amount": 1, "skin": 0, "amountMin": 1, "probability": 1.0, "stacksize": -1, "text": "This is my note" },