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nivex

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Everything posted by nivex

  1. nivex

    NPC's Breaking Mod

    ah, well it's not something you'd use with this plugin the main way is via the /buyraid command yes
  2. well, it's not wrong. the "" entries are not valid item shortnames. but I see what you're doing with it. I'll just have it ignore that instead
  3. nivex

    NPC's Breaking Mod

    Don't use the File Name field when creating Kits with the Rust Kits plugin under the Copy Paste Support section of the Kits kit editor. ya that's what I meant to say, and what the error means, when stating "copypaste file" it was in reference to that field in the kit. I will change the message, but people will be confused and ask about it regardless since they won't understand the copypaste field can't be used for npcs yes, I imagine this issue has borked a lot servers that's why I felt it so important to create a workaround for it. I'm not causing the issue, but I can at least prevent it from occuring. I took it a step further and when this happens the npc will be given items to wear regardless. I'd rather people ask "why does my npc have pink tutus on when I gave him the stompatron kit?" the field for copypaste files in Kits works for players only - so that you can assign kits to VIP groups which players can earn / buy. some of those kits can paste a base when they redeem that kit. it's pretty neat, but it should be checking if the userID belongs to a player before trying to paste the base, since it will always fail otherwise
  4. nivex

    Raidable Bases

    @Dr.D.Bug heya, it is just /rb for that. /rb info didn't exist until 2.7.4 and is just debug for me
  5. nivex

    NPC's Breaking Mod

    new message =p
  6. nivex

    NPC's Breaking Mod

    ok. the invalid kit breaks the plugin and causes all of these issues because the npc is never fully initialized as it wasn't given a weapon. I am going to force initialization anyway. the npc will be naked and worthless but at least no errors, and the only reason it would be naked is if the kit is invalid. I print this info in the servers console so users will understand why the npc is naked. win-win line 10213: remove brain.Init(); and replace with brain.IdentifyWeapon(); line 10132: add brain.Init();
  7. nivex

    NPC's Breaking Mod

    ok, found another issue with that kit. Kits which have copypaste files are for players only. using them on an npc, or using a copypaste filename that doesn't exist, will both result in the same navmesh error this is because the Kits plugin is pasting using the steamid of the player (or npc in this case) and if it's not found (and it won't be) then it fails
  8. nivex

    NPC's Breaking Mod

    hi, so the issue is that the copypaste file you put in for that kit does not exist, or there is an issue with it if it does. this explains why the npc is naked, and why you get those errors. if you use /kit murderer_kit_1 then it should tell you "File does not exist" in the game chat I'll try to figure a workaround if this happens in order to prevent the plugin from breaking yes, you can use any number of kits to have them randomly equipped with those kits. just make sure they work with /kit before trying
  9. nivex

    NPC's Breaking Mod

    I'm not sure that the name of the kit has any relevance yet. I think it's the fact that it's a bow so let me figure this out then you can revise any changes, if need be, before sending them to me
  10. nivex

    (Not A Bug) Enquiry

    Changed Status from Pending to Closed Changed Fixed In to Next Version
  11. nivex

    (Not A Bug) Enquiry

    no problem lol
  12. nivex

    NPC's Breaking Mod

    rip lol I've been fixing issues with skins then I can look at it some more edit: ok, tried it and reproduced. now to see why
  13. nivex

    (Not A Bug) Enquiry

    hi, no, the respawn option will work before and after completion if Respawn Npc X Seconds After Death and Final Death occurs I think that's kinda silly so I'll let Final Death occur but prevent any respawning since the event is completed
  14. nivex

    NPC's Breaking Mod

    ok Ill try both and see what happens
  15. nivex

    NPC's Breaking Mod

    yea k1lly0u plugin should not have any issue. maybe one of the items is the issue then. if you could reproduce the issue and tell me what items you are using then I can maybe create a workaround to prevent it from using that specific item and exchange it with something else I'm already exchanging bow.hunting with bow.compound. as bow.hunting does not work for npc. maybe thats it? maybe neither work on npcs now? LOL ya you can put whatever items in there. I like adding grenades or c4 and enabling Play Catch With Explosives option =p
  16. nivex

    NPC's Breaking Mod

    I'm glad you found the issue. which Kits plugin are you using? I bet the IsAPI is broken, and would explain why the npc is naked. If it's not from k1lly0u or Mevent then this is probably the fix in the Kits.cs: [HookMethod("isKit")] public bool isKit(string kitName) { return kitsList.Exists(p => p.Name == kitName); } can you send the oxide log so I can see where to trap the exception at? it's probably thrown in UpdateItems murder_kit_1, murder_kit_2, etc are placeholders that shouldn't exist, and by default Murderer (Items) and Scientist (Items) would be equipped instead. using a kit with that same name (or not at all) shouldn't cause any issues unless Kits plugin is broken or using some item that doesn't work. can you tell me exactly what items you put in that kit? Spawn Alternate Default Scientist Loot is what loot they'd drop in the base game. so when you kill an npc in the open world they contain a few pieces of loot. this is for that (LootSpawnSlots) Drop On Death Loot Table does work that way yes. if you wanted it to drop a kit then you would use the NPCKits plugin on this site for that (and make sure its enabled in this plugin) Damage Multipliers in the profiles modify damage from npcs, but that applies to all weapons in that profile instead of per weapon. generally you should adjust the accuracy settings to determine how difficult the npc should be. I imagine armor adds to the npcs protection but the game handles that CreateLoadout method uses Murderer (Items) and Scientist (Items). you can put any number of items in those lists to have them randomly picked from ya I drew the npc positions in the game to make sure they were positioned correctly. when you mentioned water I thought maybe the game tried to put them on the waters surface but it put them on the ground correctly as expected
  17. nivex

    NPC's Breaking Mod

    open the .cs and change NavMesh.AllAreas to 25 on line 9738 and tell me if that fixes the issue most suggestions from that Unity site caused some real issues for me so hope this simple solution works for you
  18. nivex

    NPC's Breaking Mod

    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
  19. nivex

    NPC's Breaking Mod

    which map size/seed? type server.seed in the console jack1234 wouldn't be valid and so it's probably set to 0
  20. nivex

    NPC's Breaking Mod

    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.
  21. nivex

    NPC's Breaking Mod

    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/
  22. nivex

    NPC's Breaking Mod

    what map are you using? seed+size attach the profile with this issue too
  23. nivex

    NPC's Breaking Mod

    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.
  24. nivex

    NPC's Breaking Mod

    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 =/
  25. nivex

    NPC's Breaking Mod

    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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