Unfortunately it doesn't work with IQGuardianDroneFixed
I have notified Mercury (the IQGuardianDrone developer) about this thread. As I don't have that paid plugin, either that developer will have to share the plugin with me for troubleshooting, or they will have to troubleshoot.
Update #1: Mercury has given me a copy of the plugin to troubleshoot. I'll respond in some time once I have had a chance to test it.
Update #2: The reason that these drones aren't being targeted is that they are considered to be on the ground. Currently, Targetable Drones ignores such drones because they in theory don't pose any threat (even though they actually could, if they have a turret on them, but that's beside the point for now). I have sent some options to Mercury for discussion.
Thank you for the quick response
Hello!
I want to ask for help.
Neither Botrespawn nor BetterNPCs target the drone.
Thank you in advance for the solution and help!
viktorvillNeither Botrespawn nor BetterNPCs target the drone.
Thank you in advance for the solution and help!
If your question is not related to the IQGuardianDrone plugin, please open a new help thread, and paste your config.
The question is related to the IQGuardianDron plugin
Last I heard, both plugins work together fine when updated. Mercury tested all the use cases. Have you updated? Can you post your config of both plugins? Have you tried reducing your plugin list to as few plugins as possible to narrow down if there are conflicts with other plugins?viktorvillThe question is related to the IQGuardianDron plugin
{ "EnableTurretTargeting": true, "EnablePlayerSAMTargeting": true, "EnableStaticSAMTargeting": true, "NPCTargeting": { "MaxRange": 80.0, "DamageMultiplier": 4.0, "EnabledByNpcPrefab": { "assets/prefabs/npc/gingerbread/gingerbread_dungeon.prefab": true, "assets/prefabs/npc/gingerbread/gingerbread_meleedungeon.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_arena.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_cargo.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_cargo_turret_any.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_cargo_turret_lr300.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_ch47_gunner.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_excavator.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_full_any.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_full_lr300.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_full_mp5.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_full_pistol.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_full_shotgun.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_heavy.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_junkpile_pistol.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_oilrig.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_patrol.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_roam.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_roam_nvg_variant.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_roamtethered.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/tunneldweller/npc_tunneldweller.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/tunneldweller/npc_tunneldwellerspawned.prefab": true, "assets/rust.ai/agents/npcplayer/humannpc/underwaterdweller/npc_underwaterdweller.prefab": true } }, "DefaultSharingSettings": { "Team": false, "Friends": false, "Clan": false, "Allies": false } }
NPCspawn config
{
"Can NpcSpawn NPCs attack animals? [true/false]": false,
"Can NpcSpawn NPCs attack other NPCs? [true/false]": false,
"Can NpcSpawn NPCs attack sleeping players? [true/false]": false,
"Can NpcSpawn NPCs attack wounded players? [true/false]": true,
"Can NpcSpawn NPCs attack players in SafeZone? [true/false]": false,
"Prefab path used for all NpcSpawn NPCs": "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_heavy.prefab",
"Configuration version": {
"Major": 2,
"Minor": 6,
"Patch": 5
}
}Merged post
The npc just doesn't shoot the drone
Have you tested to determine which combinations work?
- Normal dones with normal NPCs
- Normal drones with BetterNPCs
- IQGuardian drones with normal NPCs
- IQGuardian drones with BetterNPCs
- ... (auto turrets, sam sites)
They don't attack normal drones either.
And IQGuardian drones aren't attacked either.
The SAM site attacks it without any problems
And IQGuardian drones aren't attacked either.
The SAM site attacks it without any problems
Can you clarify which types of NPCs aren't attacking drones? Normal NPCs and/or BetterNPCs? (Please state whether each type is targeting drones so that we can determine whether it's a general problem or a BetterNPC-specific problem.)
Also, please make sure your player does not have the targetabledrones.untargetable permission.
Have you tried reducing your plugin list to as few plugins as possible to narrow down if there are conflicts with other plugins?
Normal npc's will attack the drone without any problem
BetterNPCs do not attack drones.
Unlicensed.targetabledrones.untargetable nobody
Which version of BetterNPC and NPCSpawn do you have? Last I talked with the dev about compatibility with TargetableDrones, they needed to make some updates to NpcSpawn to make it work smoothly, and they got it working a long time ago.
("BetterNpc", "KpucTaJl", "1.2.8")
("NpcSpawn", "KpucTaJl", "2.6.5")
("NpcSpawn", "KpucTaJl", "2.6.5")
I reproduced the issue with those versions of both plugins. I confirmed that TargetableDrones is correctly adding the drone to the NPC's memory, but for some reason it seems NpcSpawn is deciding the drone isn't an eligible target. I'll send a message to the BetterNpc/NpcSpawn developer to let them know this compatibility has regressed.
Merged post
The cause seems to be that NpcSpawn was changed somewhat recently to look at a different part of the NPC's memory to determine eligible targets. Technically this is different than vanilla so it should IMO be solved in NpcSpawn, but for now I attempted to make it work in TargetableDrones by placing the drone in that part of the NPC's memory, which I have pushed to this plugin's GitHub repo. You can get the update from the following link. Please test it and let me know if it's working as expected.
https://github.com/WheteThunger/TargetableDrones
KpucTaJl showed me a video of it working with an NPC at air field, but I got inconsistent test results (tunnel NPCs target but don't shoot; lighthouse NPCs target and shoot only at some angles; ferry terminal NPCs don't target), though I had navmesh disabled on my server so not sure if that would affect it (doesn't affect vanilla NPCs).
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