Support for new scientistsSuggestion
Kleementin
Would be nice if we could get an update for those scientists on the new oil rig.
Thank you.
Arainrr

In response to Kleementin ():
Would be nice if we could get an update for those scientists on the new oil rig.
Thank you.
Scientist deaths not showing in chat,    See chadomat's answer.

Replace HTNPlayer with ScientistNPC.
ballads
I attempted to use the config and make the changes that user did but they still do not show up in death notes
pookins
In response to ballads ():
I attempted to use the config and make the changes that user did but they still do not show up in de...
Still not showing in Chat
JagsterWintermute
In response to Arainrr ():
Scientist deaths not showing in chat,    See chadomat's answer.

Replace HTNPlayer with Sc...
I have read that as well and I have two questions about it (please consider that I am not a programmer.....)

///////////////////////////////////////////////////////////////////// DeathNotes.cs if (entity is BaseTrap) return CombatEntityType.Trap; if (entity is Barricade) return CombatEntityType.Barricade; if (entity is HTNPlayer) return CombatEntityType.HTNPlayer; return CombatEntityType.Other; }///////////////////////////////////////////////////////////////////// DeathNotes.cs case CombatEntityType.Scientist: case CombatEntityType.Murderer: var name = entity.ToPlayer()?.displayName; return string.IsNullOrEmpty(name) || name == entity.ToPlayer()?.userID.ToString() ? combatEntityType.ToString() : name; case CombatEntityType.HTNPlayer: return UppercaseFirst(entity.ShortPrefabName.ToString());case CombatEntityType.Bradley: return "Bradley APC";///////////////////////////////////////////////////////////////////// DeathNotes.cs Fire = 11, Lock = 12, ScientistSentry = 13, HTNPlayer = 14, Other = 15, None = 16 }///////////////////////////////////////////////////////////////////// DeathNotes.cs private static string UppercaseFirst(string text) { if (string.IsNullOrEmpty(text)) return string.Empty; var a = text.ToCharArray(); a[0] = char.ToUpper(a[0]); return new string(a); }///////////////////////////////////////////////////////////////////// DeathNotes.cfg { "KillerType": "Player", "VictimType": "HTNPlayer", "DamageType": "*", "Messages": [ "Killmessage" ] }, { "KillerType": "HTNPlayer", "VictimType": "Player", "DamageType": "*", "Messages": [ "Killmessage" ] },​
Where is DeathNotes.cfg? Where am I supposed to find it???

 private static string UppercaseFirst(string text) { if (string.IsNullOrEmpty(text)) return string.Empty; var a = text.ToCharArray(); a[0] = char.ToUpper(a[0]); return new string(a); }​


I cannot find this code in DeathNotes.cs

I am totally stuck in a rut here..... :-(

Any help/hint/suggestion would be greatly appreciated! Thanks in advance!

Arainrr

In response to JagsterWintermute ():
I have read that as well and I have two questions about it (please consider that I am not a programm...
private static string UppercaseFirst(string text)

This is the new function

JagsterWintermute
In response to Arainrr ():
private static string UppercaseFirst(string text)This is the new function
It doesn't help me that much, tho.

I have searched for "if (string.IsNullOrEmpty(text))" (the only thing I have found in the original DeathNotes.cs) and I have found it in this block:

        private static string HumanizePascalCase(string text)
        {
            if (string.IsNullOrEmpty(text))
                return string.Empty;

            var sb = new StringBuilder();

            foreach (char c in text)
            {
                if (char.IsUpper(c) && sb.Length != 0 && !char.IsUpper(sb[sb.Length - 1]))
                    sb.Append(" ");

                sb.Append(c);
            }

            return sb.ToString();
        }

        private string StripRichText(string text)
        {
            if (string.IsNullOrEmpty(text))
                return string.Empty;

            text = _colorTagRegex.Replace(text, string.Empty);
            text = _sizeTagRegex.Replace(text, string.Empty);

            foreach (var richTextLiteral in _richTextLiterals)
                text = text.Replace(richTextLiteral, string.Empty, StringComparison.InvariantCulture);

            return text;
        }​


Twice, as you can see. So it's not clear to me where and what I should replace the new part. I told you I am not a programmer.

The only thing I have figured out is that what he calls "DeathNote.cfg" is the \oxide\config\DeathNote.json

And that's a huge success!

pookins
In response to JagsterWintermute ():
It doesn't help me that much, tho.

I have searched for "if (string.IsNullOrEmpty(text))"...
If you go playing around with .cs files you wont have anything to complain about if the plugin doesnt work anymore.
JagsterWintermute
In response to pookins ():
If you go playing around with .cs files you wont have anything to complain about if the plugin doesn...
LOL! "scolding" me for "playing around with .cs files" it's not that it helps me a lot, either. So, if you have something constructive to say about, I will be more than happy to hear your suggestions.

If you have nothing to add but unnecessary criticism (and yes, your last post was quite unnecessary), well... ¯\_(ツ)_/¯

(and please note that I am not "complaining about the plugin not working anymore". Have you read my post or even the thread topic? Just saying. ^__^)
pookins
In response to JagsterWintermute ():
LOL! "scolding" me for "playing around with .cs files" it's not that it helps me a lot, either. So,...
I am not scolding you but pointing out that the .cs file is not the file you edit or change, there are 3 files that most plugins create that you can edit, the CONFIG, DATA and LANG file, If you feel that this obvious point is scolding then good luck with that,
JagsterWintermute
In response to pookins ():
I am not scolding you but pointing out that the .cs file is not the file you edit or change, there a...
Ok, I am going to reply on this then, if you don't mind, I won't reply to you anymore since your use of sarcasm is totally unhelpful and quite annoying.

  1. I know there are at least 3 files that most plugins create. You should have asked me first before assuming. Curiously enough tho, THIS POST talk about a *.cs file, that's why I went to CHECK (please note, CHECK, not modify. Not yet. So please don't talk about "playing around with .cs files" before you really know what I am doing. Thank you very much) the *.cs file. It doesn't talk about the *.json files so, from my very poor programming experience, I had no reasons to go checking those files. Apart that I checked the *.json files, just to be sure and guess what? Guess it. :-D
  2. Using sarcasm like you did is scolding. Especially if instead of being purposeful and constructive, you limit yourself in using your low sarcasm. If you helped me out constructively then it would be funny and appreciated but like you did? What should have made me guess what you was pointing out? Do you think I can read your mind from distance? Or do you think your post was sooooooo clear that it was unavoidable to understand it as clearly as it was in your brain? :-D Pffff... That was "your" obvious point. Don't even try to hide from that or pretend nothing happened.
  3. Instead of continuingly using sarcasm in the poor way you are doing, why don't you try to be productive in one post and one definitive answer and not "with a dropper"? Assuming, of course, you know the answer? Or is it too much asking of you?
As I said, I won't return on that again. IF you have something to add to the subject in topic AND if you can say it in a decent, comprehensible, adult way, that'll be fine. Otherwise, so long.
Crushed

Greetings.
As i saw some people asking for it , but with no definite answer - Here's the answer how to display the "new" scientist npcs if they get killed

Just replace this 

// Ignore deaths of other entities
            if (data.KillerEntityType == CombatEntityType.Other || data.VictimEntityType == CombatEntityType.Other)
		return;

With this - 

// Ignore deaths of other entities
            if (data.KillerEntityType == CombatEntityType.Other || data.VictimEntityType == CombatEntityType.Other)
			{
				var enemy = data.VictimEntity?.GetType().Name ?? "NULL";
				if(enemy != "ScientistNPC")
				{
					return;
				}
				
			}


That should do the trick

//  You MIGHT have to add the messages into the config after that.  the Victim type is "Other"

JagsterWintermute
It works! This is the chunk of the json config file I used:
      {
        "KillerType": "Player",
        "VictimType": "Other",
        "DamageType": "*",
        "Messages": [
          "{killer} butchered a {victim} but forgot to took a picture to post on Facebook. Lame.",
          "Wow. You really killed a {victim}? Feeling proud? You are ready for the military tunnel, bruh!"
        ]
      },​
Thank you for the ultimate hint! :-D
alexjfox
I can see that people had this problem some months ago and it was apparently fixed, but I have the same problem again now. No Oilrig scientist kills are displayed. I can sort of fix it by the information in the older threads but one thing that doesn't work is that the kills aren't reported to Discord via Rustcord, even if I manage to get them showing in the killfeed.
Kleementin
Original Poster
Still waiting for an update.
Last one is 9 months ago.
Is the developer still active?