Immersive Raids

  • Kobrakon added a new file:

  • Kobrakon added a new version:

    Quote

    Added config options to disable the events timer and invert the current time


    made it so that the PMC and player watches are also synced with the current time


    no gear extraction yet, it's still whooping my ass

  • Kobrakon added a new version:

    Quote

    fixed the issue with hydro/energy decay not being changed, turns out I wasn't patching it properly 💀

  • I really like the mod but can you add an option to adjust or disable the Hourly Raid Cleanups feature, it happens during a night raid on shoreline when I snip the goons from a long distance the fight took a really long time same with finding their bodies after I loot the first one and then whoops all bodies have been clear from the maps.

  • Kobrakon added a new version:

    Quote

    -Update to 3.5.0/0.13


    -Finalized patching for globals values relating to energy + hydration decay along with raid times so that everything displays properly and should function properly


    -Transpiled the raid timer panel so it should no longer go red when it thinks raid is almost over (not really necessary since raid time is working now but jic)

  • hmm, I'm not seeing anything, so I still don't really know what could be causing it because, like I said, I have a specialized way of fetching the local time so inverting time cannot affect it while the player is in raid and similarly it decides time inversion based on whether its greater or less than 12 so it changing from 9 to 21 doesn't really seem to make sense either

  • Hello, I'm having an issue with bot generation utilizing this mod on the latest version.


    After making sure that it was isolated to this mod alone.


    As far as doing one run per map, I've seen this break Interchange, and had one error output in Factory (night).

    Here's a log. server-2023-02-16-01.zip

  • EXCEPTION: System.Exception: In response to http://127.0.0.1:6969/client/game/bot/generate: The given key was not present in the dictionary.

    at Class218+Struct15`1[T].MoveNext () [0x00083] in <d3009f6e81094cf5b1dbab57108c9a07>:0

    --- End of stack trace from previous location where exception was thrown ---

    at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x0000c] in <eae584ce26bc40229c1b1aa476bfa589>:0

    at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess (System.Threading.Tasks.Task task) [0x0003e] in <eae584ce26bc40229c1b1aa476bfa589>:0

    at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification (System.Threading.Tasks.Task task) [0x00028] in <eae584ce26bc40229c1b1aa476bfa589>:0

    at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd (System.Threading.Tasks.Task task) [0x00008] in <eae584ce26bc40229c1b1aa476bfa589>:0

    at System.Runtime.CompilerServices.TaskAwaiter`1[TResult].GetResult () [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0

    at BotsPresets+Struct50.MoveNext () [0x000e5] in <d3009f6e81094cf5b1dbab57108c9a07>:0

    --- End of stack trace from previous location where exception was thrown ---

    at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x0000c] in <eae584ce26bc40229c1b1aa476bfa589>:0

    at System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__6_0 (System.Object state) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0

    at UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () [0x00002] in <85d1d3e7744a4a47b5f51883bf40bba2>:0

    2023-02-15 18:57:55.045 -06:00|0.13.0.2.21734|Error|Default|Exception: In response to http://127.0.0.1:6969/client/game/bot/generate: The given key was not present in the dictionary.

    Class218+Struct15`1[T].MoveNext () (at <d3009f6e81094cf5b1dbab57108c9a07>:0)

    --- End of stack trace from previous location where exception was thrown ---

    System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () (at <eae584ce26bc40229c1b1aa476bfa589>:0)

    System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess (System.Threading.Tasks.Task task) (at <eae584ce26bc40229c1b1aa476bfa589>:0)

    System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification (System.Threading.Tasks.Task task) (at <eae584ce26bc40229c1b1aa476bfa589>:0)

    System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd (System.Threading.Tasks.Task task) (at <eae584ce26bc40229c1b1aa476bfa589>:0)

    System.Runtime.CompilerServices.TaskAwaiter`1[TResult].GetResult () (at <eae584ce26bc40229c1b1aa476bfa589>:0)

    BotsPresets+Struct50.MoveNext () (at <d3009f6e81094cf5b1dbab57108c9a07>:0)

    --- End of stack trace from previous location where exception was thrown ---

    System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () (at <eae584ce26bc40229c1b1aa476bfa589>:0)

    System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__6_0 (System.Object state) (at <eae584ce26bc40229c1b1aa476bfa589>:0)

    UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <85d1d3e7744a4a47b5f51883bf40bba2>:0)

    UnityEngine.DebugLogHandler:LogException(Exception, Object)

    Class309:UnityEngine.ILogHandler.LogException(Exception, Object)

    UnityEngine.UnitySynchronizationContext:ExecuteTasks()



    This was my relevant error log from a factory raid with no bot generation, just in case you find it useful. Love the mod btw

  • Been trying to figure out why the currently held weapon of the bot does not get cleaned up with the bot. You can't grab it or anything but it is still rendered. Not a huge deal but I've been trying to minimize lag on my client. They add after awhile, especially if they happened to have a light on it. I tried a few different things with the code with no luck. Seems like the held weapon is not part of the bot like a holstered weapon is.

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