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abcderanzi's Achievements
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abcderanzi started following NPC use rocket launcher as combat, not raid
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Hi KpucTaJl, is it possible to make NPC shoot rocket launcher as a combat and not a raid? I'm trying to make NPC behave like this for Heli guards but they only shoot rocket if player is hiding inside building they own. NPC will not shoot if player is hiding in monument like supermarket or gas station. If we can have this option, it would be great! I tried modifying the code but it didn't work for me. Also, what does "RaidStateMelee" means?
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Or it might be due to item inside locker are not counted as loot. I will go ahead and try disable loot spawning inside locker and let you know. Update: I tested and looks like the locker having issue counting loot. I disabled loot from spawning in locker and base spawn with the correct loot count now.
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The timer UI is fixed in the v2.7.8! Though I noticed another issue from the new version. I have expert base profile loot amount set to 195, but some expert base spawned with only 40~50 loots, each large box only contain with 3~4 items inside. I know I can enable allow duplicate but I prefer not to have duplicated loot.
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- 155 comments
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abcderanzi started following Raidable Bases Loot Table Editor , Raidable Bases , Monument Lock and 1 other
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Hi @nivex, I'm using Carbon, and not sure if the issue caused by raid base plugin or Carbon itself. But the issue is, timer UI is not updated real time. I can move it around now but the timer(and loot count) stays. It only gets updated if I move the UI. ps: I've reported same issue to Carbon discord.
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Hi, I'm having issue installing this plugin on Carbon. It was working fine on Oxide, but not on Carbon. I have MonumentFinder on latest version. This is the error its throwing me: Failed compiling '\carbon\plugins\MonumentLock.cs': 1. 'MonumentFinder' is inaccessible due to its protection level [CS0122] (MonumentLock 9 line 22) If you can help on this, it would be great.
- 130 comments
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- #monuments lock
- #lock monument
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(and 3 more)
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I might have found another issue. My map has 3 oxums, 1 of them have no door, the other 2 had doors but the codelock was still there(no event was held on these 2 oxums). 1 oxum had 1 codelock on the door, the other had 2 codelocks(shows as 1 but when I interact with it, it shows 2 "Enter Code" option. I tried with few codes but its not unlocking). I cannot remove the codelock from the door. I tried removing with admin hammer and remover tool(with admin permission), but none are working. I cannot even detect the codelock's entity with Garry's Tool, it just shows the door's entity name. and I can only remove the whole door. I attached few screenshots of the door from the oxum with 2 codelocks (The codelock shows a red dot as in door was being locked but it is not locked). Hope it might help with your fix.. Also might be unrelated but, does your plugin spawns an XOR Switch under the oxum? I was noclip around and saw there was a switch under the oxum, and it was on all 3 oxums, I cannot interact with it too.
- 64 comments
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- #gas station
- #crates
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- 64 comments
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- #gas station
- #crates
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- 64 comments
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- #gas station
- #crates
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- 64 comments
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- #gas station
- #crates
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- 27 comments
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- #underwear
- #skin
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(and 1 more)
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