Chinook and Cargo Ship not spawning NPCs
Merged post
Hey there,
im again in a fresh wiped Server. I got actually the same problem with the Cargoship and Chinook. There are still no Enemys on it. How can i fix this whats the Problem?
Mapsize: 6000
Seed: proceduralmap.6000.1017845600.175
If someone need to go on Server to see the Problem: 94.250.216.134:28015
The Problem starts with autoevent. In Console are some Error Messages:
(18:47:15) | [event] assets/content/vehicles/boats/cargoship/cargoshiptest.prefab
(18:47:15) | standingdriver[2662422] changed its network group to null
(18:47:15) | smallboatpassenger[2662423] changed its network group to null
(18:47:15) | smallboatpassenger[2662424] changed its network group to null
(18:47:15) | smallboatpassenger[2662425] changed its network group to null
(18:47:15) | smallboatpassenger[2662426] changed its network group to null
(18:47:15) | smallboatpassenger[2662427] changed its network group to null
(18:47:15) | rhib_storage[2662428] changed its network group to null
(18:47:15) | fuel_storage[2662430] changed its network group to null
(18:47:15) | Invalid Position: rhib[2662421] (-5680.8, 9.2, 1868.0) (destroying)
(18:47:18) | m92.entity[2662488] changed its network group to null
(18:47:18) | geiger_counter.entity[2662491] changed its network group to null
(18:47:18) | flashlight.entity[2662493] changed its network group to null
(18:47:18) | syringe_medical.entity[2662495] changed its network group to null
(18:47:18) | mp5.entity[2662502] changed its network group to null
(18:47:18) | salvaged_sword.entity[2662505] changed its network group to null
(18:47:18) | lr300.entity[2662507] changed its network group to null
Can someone help me out with that Problem please? Wolf do you know that Problem?
Greeets
Centix
I thought about the Spawnpoint of the Cargo Ship, IF the Ship spawns to far away, the server delete all not entitys in the deadzone (NPCS, Boats) you can see this in my log.
if i spawn the cargo manually with Spawn Cargoshiptest command the Ship will spawn with enemys.
It would be helpful if there is a plugin wich will spawn the Cargo Ship in a predefinied spawnpoint. But i got no request for it. I got the Same Problem with the Chinook Helicopter. If i spawn it manually it has enemys on it.
DAmn i dont know what to do. Last Option is to delete RUST.IO and play the Standard Map. Anyone Tried? Tomhud, do you play on a standard map?
Kindly regards
Centix
In response to centix ():No, i actually dont use any of these Event Plugins or DayNight.
I thought about the Spawn...
The reason is that sometimes (looks like only modded servers affected) cargo ship (or chinook) spawned out of the map. I tested that on map with coodinates -2500 to 2500. Basically everything dies when it reaches 4000. Cargo ships and chinook spawned mostly over 4000. Scientists died but the ship (or ch47) got to continue to do their mission without any crew.
I have made a hotfix in my own admin plugin. I just detect when the object spawns and if it's found out of the map then the plugin kills the object directly and creates new one with position just on the map border (e.g. 2500).
I can provide the code that works fine for me and it works as a proper event. Anyway I would like to test it properly (in terms of performance and the event functinality) before publishing that as a plugin. Don't hesitate to use it and test it. I would appreciate any feedback
class CargoShipAndCH47NoScientistBug : RustPlugin
{
private void OnEntitySpawned(BaseEntity Entity)
{
if (Entity == null) return;
if (Entity is CargoShip)
{
CargoShip cargoShip = (CargoShip)Entity;
Vector3 newPosition = GetFixedPosition(cargoShip.transform.position);
if (cargoShip.transform.position != newPosition)
{
cargoShip.Kill();
cargoShip = SpawnCargoShip(newPosition);
}
}
if (Entity is CH47Helicopter)
{
CH47Helicopter ch47 = (CH47Helicopter)Entity;
Vector3 newPosition = GetFixedPosition(ch47.transform.position);
if (ch47.transform.position != newPosition)
{
ch47.Kill();
ch47 = SpawnCH47Helicopter(newPosition);
}
}
}
private Vector3 GetFixedPosition(Vector3 originalPosition)
{
int mapLimit = ConVar.Server.worldsize / 2;
Vector3 newPosition = originalPosition;
if (originalPosition.x < -(mapLimit) - 500) newPosition.x = -(mapLimit) - 500;
if (originalPosition.x > mapLimit + 500) newPosition.x = mapLimit + 500;
if (originalPosition.z < -(mapLimit) - 500) newPosition.z = -(mapLimit) - 500;
if (originalPosition.z > mapLimit + 500) newPosition.z = mapLimit + 500;
return newPosition;
}
private CargoShip SpawnCargoShip(Vector3 position)
{
var cargoShip = GameManager.server.CreateEntity("assets/content/vehicles/boats/cargoship/cargoshiptest.prefab") as CargoShip;
if (cargoShip == null) return null;
cargoShip.TriggeredEventSpawn();
cargoShip.ServerPosition = position;
cargoShip.Spawn();
return cargoShip;
}
private CH47Helicopter SpawnCH47Helicopter(Vector3 position)
{
var ch47 = (CH47HelicopterAIController)GameManager.server.CreateEntity("assets/prefabs/npc/ch47/ch47scientists.entity.prefab", new Vector3(0, 200, 0));
if (ch47 == null) return null;
ch47.TriggeredEventSpawn();
ch47.ServerPosition = position;
ch47.Spawn();
return ch47;
}
}In response to Ultra ():After testing I have 2 plugins in develpment. Please review/tryu/amend
Moderator edit: Pl...
Merged post
Everything looks ok for CargoShip.
Only one issue with CH47. I can't simlulate the last part of oil rig event. When player is starting to hack locked crate, new chinook with heave scientsts shoud come and land down. It's impossible. I am able just to spawn standard ch47, it comes, just flying around and then leave.
It's same for Event Randomizer or Timed Events. The chinooks have not heavy scienitsts. Any idea?
And few words about causes: it looks that it happens only on Oxyde modded servers and only on some maps. Some users have two servers with same settings and different maps and it happens only on one of them. It looks that Oli Rig placement has influence on it.
I come back to Rust development after year and I'm really surprised that actually nobody cares much. It destroys the game at all if cargo ships and ch47 take no scientists at all.
Any help would be appreciate.
@Ultra there seems to be a fix for your chinook problem right here: https://umod.org/community/timed-events/20783-opening-crate-on-oil-rig-wont-bring-green-scientists?page=1#post-10