Now that i have to redo a perfectly working data config for a perfectly working plugin, i would like to know whether the kit i add to each profile will override the "wear items" and what loot will each level have if i do not option "enable loot table" ?.
Config optionsSolved
If the kit name is set then it will apply that kit, if loot table is not enabled it will use the default loot table for that crate.
Bazz3lIf the kit name is set then it will apply that kit, if loot table is not enabled it will use the default loot table for that crate.
what is the default loot table for that crate ?
when i try to set up the loot table i get this error (json validator)
"create loot items": [
"autoturret": {
"Max": 1,
"Min": 1
},
"barricade.concrete": {
"Max": 1,
"Min": 1
},
"barricade.metal": {
"Max": 1,
"Min": 1
},
Error: Parse error on line 68:
... [ "autoturret" "Max": 1,
----------------------^
Expecting 'EOF', '}', ',', ']', got ':'
any hints ?
looks like you have invalid json in your data file, you can use the chat command provided to add items to your loot table.
your Item list should be look like this
"create loot items": [
{
"DisplayName": null,
"Shortname": "rifle.bolt",
"SkinID": 0,
"MinAmount": 1,
"MaxAmount": 1
},
{
"DisplayName": null,
"Shortname": "multiplegrenadelauncher",
"SkinID": 0,
"MinAmount": 1,
"MaxAmount": 1
},
{
"DisplayName": null,
"Shortname": "explosive.timed",
"SkinID": 0,
"MinAmount": 8,
"MaxAmount": 12
},
{
"DisplayName": null,
"Shortname": "ammo.rocket.basic",
"SkinID": 0,
"MinAmount": 8,
"MaxAmount": 12
},
{
"DisplayName": null,
"Shortname": "ammo.rocket.hv",
"SkinID": 0,
"MinAmount": 8,
"MaxAmount": 14
},
{
"DisplayName": null,
"Shortname": "ammo.rifle.explosive",
"SkinID": 0,
"MinAmount": 75,
"MaxAmount": 128
},
{
"DisplayName": null,
"Shortname": "hmlmg",
"SkinID": 0,
"MinAmount": 1,
"MaxAmount": 1
},
{
"DisplayName": null,
"Shortname": "rifle.ak",
"SkinID": 0,
"MinAmount": 1,
"MaxAmount": 1
},
{
"DisplayName": null,
"Shortname": "smg.mp5",
"SkinID": 0,
"MinAmount": 1,
"MaxAmount": 1
},
{
"DisplayName": null,
"Shortname": "lmg.m249",
"SkinID": 0,
"MinAmount": 1,
"MaxAmount": 1
},
{
"DisplayName": null,
"Shortname": "rifle.lr300",
"SkinID": 0,
"MinAmount": 1,
"MaxAmount": 1
},
{
"DisplayName": null,
"Shortname": "rifle.l96",
"SkinID": 0,
"MinAmount": 1,
"MaxAmount": 1
},
{
"DisplayName": null,
"Shortname": "sulfur.ore",
"SkinID": 0,
"MinAmount": 8000,
"MaxAmount": 10000
},
{
"DisplayName": null,
"Shortname": "lowgradefuel",
"SkinID": 0,
"MinAmount": 500,
"MaxAmount": 1000
},
{
"DisplayName": null,
"Shortname": "metal.refined",
"SkinID": 0,
"MinAmount": 500,
"MaxAmount": 750
},
{
"DisplayName": null,
"Shortname": "gunpowder",
"SkinID": 0,
"MinAmount": 5000,
"MaxAmount": 8000
},
{
"DisplayName": null,
"Shortname": "metal.fragments",
"SkinID": 0,
"MinAmount": 10000,
"MaxAmount": 12000
}
]
Bazz3llooks like you have invalid json in your data file, you can use the chat command provided to add items to your loot table.
If i dont set "enable loot table" to true what is the default loot for the containers ?
Ruleyyour Item list should be look like this
"create loot items": [ { "DisplayName": null, "Shortname": "rifle.bolt", "SkinID": 0, "MinAmount": 1, "MaxAmount": 1 }, { "DisplayName": null, "Shortname": "multiplegrenadelauncher", "SkinID": 0, "MinAmount": 1, "MaxAmount": 1 }, { "DisplayName": null, "Shortname": "explosive.timed", "SkinID": 0, "MinAmount": 8, "MaxAmount": 12 }, { "DisplayName": null, "Shortname": "ammo.rocket.basic", "SkinID": 0, "MinAmount": 8, "MaxAmount": 12 }, { "DisplayName": null, "Shortname": "ammo.rocket.hv", "SkinID": 0, "MinAmount": 8, "MaxAmount": 14 }, { "DisplayName": null, "Shortname": "ammo.rifle.explosive", "SkinID": 0, "MinAmount": 75, "MaxAmount": 128 }, { "DisplayName": null, "Shortname": "hmlmg", "SkinID": 0, "MinAmount": 1, "MaxAmount": 1 }, { "DisplayName": null, "Shortname": "rifle.ak", "SkinID": 0, "MinAmount": 1, "MaxAmount": 1 }, { "DisplayName": null, "Shortname": "smg.mp5", "SkinID": 0, "MinAmount": 1, "MaxAmount": 1 }, { "DisplayName": null, "Shortname": "lmg.m249", "SkinID": 0, "MinAmount": 1, "MaxAmount": 1 }, { "DisplayName": null, "Shortname": "rifle.lr300", "SkinID": 0, "MinAmount": 1, "MaxAmount": 1 }, { "DisplayName": null, "Shortname": "rifle.l96", "SkinID": 0, "MinAmount": 1, "MaxAmount": 1 }, { "DisplayName": null, "Shortname": "sulfur.ore", "SkinID": 0, "MinAmount": 8000, "MaxAmount": 10000 }, { "DisplayName": null, "Shortname": "lowgradefuel", "SkinID": 0, "MinAmount": 500, "MaxAmount": 1000 }, { "DisplayName": null, "Shortname": "metal.refined", "SkinID": 0, "MinAmount": 500, "MaxAmount": 750 }, { "DisplayName": null, "Shortname": "gunpowder", "SkinID": 0, "MinAmount": 5000, "MaxAmount": 8000 }, { "DisplayName": null, "Shortname": "metal.fragments", "SkinID": 0, "MinAmount": 10000, "MaxAmount": 12000 } ]
Thank you , if the default loot is no good i will have fun editing my data config :)
pookinsIf i dont set "enable loot table" to true what is the default loot for the containers ?
it will use default rust loot table, If you use alphaloot for example, it will use that.
you can find the game ItemIds here :
https://www.corrosionhour.com/rust-item-list/
Ctrl+F to find what you need
pick the name from the second row ex: lmg.m249
Ruleyit will use default rust loot table, If you use alphaloot for example, it will use that.
you can find the game ItemIds here :
https://www.corrosionhour.com/rust-item-list/
Ctrl+F to find what you need
pick the name from the second row ex: lmg.m249
Thats ok i use betterloot and already have the corrosion link. just want confirmation what was meant by default .
Why in the world would we now reference yet another plugin when this worked fine?
codepimp1234Why in the world would we now reference yet another plugin when this worked fine?
Beats me ? , but got it working *apart from a NPCSpawn error every time it spawns a crate,
NpcSpawn was used because of its functionality many people had asked for better control of the Npcs spawned, this also gives a centralized place for when AI is changed in the future by FP it would only need fixing in one place and settings passed through.
As for the error you are getting on NPCSpawn could you send that along currently I am not seeing this.
Bazz3lNpcSpawn was used because of its functionality many people had asked for better control of the Npcs spawned, this also gives a centralized place for when AI is changed in the future by FP it would only need fixing in one place and settings passed through.
As for the error you are getting on NPCSpawn could you send that along currently I am not seeing this.
Here is an example
> gcrate start hard
NullReferenceException: Object reference not set to an instance of an object
Oxide.Plugins.NpcSpawn+CustomScientistNpc.EquipWeapon (System.Boolean skipDeployDelay) (at <4eb54aea3a1646b29342465f1670a9fb>:0) NPCPlayer.EquipTest () (at <eda141882673469ab3b840abd2cc1dba>:0) InvokeHandlerBase`1[T].DoTick () (at <8a7dc503179342f48085d00a917f9999>:0) InvokeHandlerBase`1[T].LateUpdate () (at <8a7dc503179342f48085d00a917f9999>:0)
NullReferenceException: Object reference not set to an instance of an object
Oxide.Plugins.NpcSpawn+CustomScientistNpc.EquipWeapon (System.Boolean skipDeployDelay) (at <4eb54aea3a1646b29342465f1670a9fb>:0) NPCPlayer.EquipTest () (at <eda141882673469ab3b840abd2cc1dba>:0) InvokeHandlerBase`1[T].DoTick () (at <8a7dc503179342f48085d00a917f9999>:0) InvokeHandlerBase`1[T].LateUpdate () (at <8a7dc503179342f48085d00a917f9999>:0)
NullReferenceException: Object reference not set to an instance of an object
Oxide.Plugins.NpcSpawn+CustomScientistNpc.EquipWeapon (System.Boolean skipDeployDelay) (at <4eb54aea3a1646b29342465f1670a9fb>:0) NPCPlayer.EquipTest () (at <eda141882673469ab3b840abd2cc1dba>:0) InvokeHandlerBase`1[T].DoTick () (at <8a7dc503179342f48085d00a917f9999>:0) InvokeHandlerBase`1[T].LateUpdate () (at <8a7dc503179342f48085d00a917f9999>:0)
NullReferenceException: Object reference not set to an instance of an object
Oxide.Plugins.NpcSpawn+CustomScientistNpc.EquipWeapon (System.Boolean skipDeployDelay) (at <4eb54aea3a1646b29342465f1670a9fb>:0) NPCPlayer.EquipTest () (at <eda141882673469ab3b840abd2cc1dba>:0) InvokeHandlerBase`1[T].DoTick () (at <8a7dc503179342f48085d00a917f9999>:0) InvokeHandlerBase`1[T].LateUpdate () (at <8a7dc503179342f48085d00a917f9999>:0)
NullReferenceException: Object reference not set to an instance of an object
Oxide.Plugins.NpcSpawn+CustomScientistNpc.EquipWeapon (System.Boolean skipDeployDelay) (at <4eb54aea3a1646b29342465f1670a9fb>:0) NPCPlayer.EquipTest () (at <eda141882673469ab3b840abd2cc1dba>:0) InvokeHandlerBase`1[T].DoTick () (at <8a7dc503179342f48085d00a917f9999>:0) InvokeHandlerBase`1[T].LateUpdate () (at <8a7dc503179342f48085d00a917f9999>:0)
NullReferenceException: Object reference not set to an instance of an object
Oxide.Plugins.NpcSpawn+CustomScientistNpc.EquipWeapon (System.Boolean skipDeployDelay) (at <4eb54aea3a1646b29342465f1670a9fb>:0) NPCPlayer.EquipTest () (at <eda141882673469ab3b840abd2cc1dba>:0) InvokeHandlerBase`1[T].DoTick () (at <8a7dc503179342f48085d00a917f9999>:0) InvokeHandlerBase`1[T].LateUpdate () (at <8a7dc503179342f48085d00a917f9999>:0)
It does not seem to effect the spawning or behaviour (inc kit) so i am not really concerned about it.
It does not seem to effect the spawning or behaviour (inc kit) so i am not really concerned about it.
pookinsHere is an example
> gcrate start hardNullReferenceException: Object reference not set to an instance of an objectOxide.Plugins.NpcSpawn+CustomScientistNpc.EquipWeapon (System.Boolean skipDeployDelay) (at <4eb54aea3a1646b29342465f1670a9fb>:0) NPCPlayer.EquipTest () (at <eda141882673469ab3b840abd2cc1dba>:0) InvokeHandlerBase`1[T].DoTick () (at <8a7dc503179342f48085d00a917f9999>:0) InvokeHandlerBase`1[T].LateUpdate () (at <8a7dc503179342f48085d00a917f9999>:0)NullReferenceException: Object reference not set to an instance of an objectOxide.Plugins.NpcSpawn+CustomScientistNpc.EquipWeapon (System.Boolean skipDeployDelay) (at <4eb54aea3a1646b29342465f1670a9fb>:0) NPCPlayer.EquipTest () (at <eda141882673469ab3b840abd2cc1dba>:0) InvokeHandlerBase`1[T].DoTick () (at <8a7dc503179342f48085d00a917f9999>:0) InvokeHandlerBase`1[T].LateUpdate () (at <8a7dc503179342f48085d00a917f9999>:0)NullReferenceException: Object reference not set to an instance of an objectOxide.Plugins.NpcSpawn+CustomScientistNpc.EquipWeapon (System.Boolean skipDeployDelay) (at <4eb54aea3a1646b29342465f1670a9fb>:0) NPCPlayer.EquipTest () (at <eda141882673469ab3b840abd2cc1dba>:0) InvokeHandlerBase`1[T].DoTick () (at <8a7dc503179342f48085d00a917f9999>:0) InvokeHandlerBase`1[T].LateUpdate () (at <8a7dc503179342f48085d00a917f9999>:0)NullReferenceException: Object reference not set to an instance of an objectOxide.Plugins.NpcSpawn+CustomScientistNpc.EquipWeapon (System.Boolean skipDeployDelay) (at <4eb54aea3a1646b29342465f1670a9fb>:0) NPCPlayer.EquipTest () (at <eda141882673469ab3b840abd2cc1dba>:0) InvokeHandlerBase`1[T].DoTick () (at <8a7dc503179342f48085d00a917f9999>:0) InvokeHandlerBase`1[T].LateUpdate () (at <8a7dc503179342f48085d00a917f9999>:0)NullReferenceException: Object reference not set to an instance of an objectOxide.Plugins.NpcSpawn+CustomScientistNpc.EquipWeapon (System.Boolean skipDeployDelay) (at <4eb54aea3a1646b29342465f1670a9fb>:0) NPCPlayer.EquipTest () (at <eda141882673469ab3b840abd2cc1dba>:0) InvokeHandlerBase`1[T].DoTick () (at <8a7dc503179342f48085d00a917f9999>:0) InvokeHandlerBase`1[T].LateUpdate () (at <8a7dc503179342f48085d00a917f9999>:0)NullReferenceException: Object reference not set to an instance of an objectOxide.Plugins.NpcSpawn+CustomScientistNpc.EquipWeapon (System.Boolean skipDeployDelay) (at <4eb54aea3a1646b29342465f1670a9fb>:0) NPCPlayer.EquipTest () (at <eda141882673469ab3b840abd2cc1dba>:0) InvokeHandlerBase`1[T].DoTick () (at <8a7dc503179342f48085d00a917f9999>:0) InvokeHandlerBase`1[T].LateUpdate () (at <8a7dc503179342f48085d00a917f9999>:0)
It does not seem to effect the spawning or behaviour (inc kit) so i am not really concerned about it.
would you mind to pass the config from your oxide>data> GuardedCrate.json?
I will try to help to see what is wrong with it since it is working just fine on me.
Ruleywould you mind to pass the config from your oxide>data> GuardedCrate.json?
I will try to help to see what is wrong with it since it is working just fine on me.
I can find nothing wrong with it and it validates ok. and as i said the bots spawn as optioned and behave as they should so i am not going to worry about the NpcSpawn error
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