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Longthang98 started following Duel Arena
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Would it be possible to build a config like this for Duel Arena? Where you could make the players have full kits/ etc not just a weapon? "Equipment settings": { "Profiles": [ { "weight": 100, "Equipment": [ { "shortname": "hazmatsuit.nomadsuit", "attachments": null, "amount": 1, "skinID": 0, "container": "Wear" }, { "shortname": "smg.thompson", "attachments": [ "weapon.mod.holosight" ], "amount": 1, "skinID": 0, "container": "Belt" }, { "shortname": "syringe.medical", "attachments": null, "amount": 2, "skinID": 0, "container": "Belt" }, { "shortname": "bandage", "attachments": null, "amount": 3, "skinID": 0, "container": "Belt" }, { "shortname": "syringe.medical", "attachments": null, "amount": 2, "skinID": 0, "container": "Belt" }, { "shortname": "syringe.medical", "attachments": null, "amount": 2, "skinID": 0, "container": "Belt" }, { "shortname": "ammo.pistol", "attachments": null, "amount": 256, "skinID": 0, "container": "Main" }
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- 9 comments
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- #raid
- #raidable
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(and 21 more)
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- #raid
- #raidable
- #raidable bases
- #base
- #bases pack
- #bases
- #raid base
- #raid bases
- #raid bases package
- #bases package
- #raid base pack
- #raid mega
- #raidable mega pack
- #raids
- #raidablebase
- #raid base mega pack
- #raidable base pack
- #raidable base package
- #base design
- #base pack
- #base package
- #base raidables
- #base packs
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"Downgrade only Owner Entity Build": false, "Upgrade only Owner Entity Build": false, "Upgrade / Downgrade only Owner and Team": true, You have those parameters in the configuration; you can allow only the owner of the entity being upgraded, or the owner's entire team, to upgrade it. You won't be able to upgrade anything for other players who are authorized but not on your team.
- 421 comments
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- #builder
- #automation
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(and 9 more)
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- 3 comments
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Panchy changed their profile photo
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m4sig changed their profile photo
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texyk123 changed their profile photo
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arcanjopiriel changed their profile photo
- Today
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Adem started following "Name": "Hunter",
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Luuxen started following "Name": "Hunter",
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this npc seems impossible to kill with out admin weapons - it only has 400 hp in the config but need 36k to actually kill X) { "Preset Name": "biker_spas12_easy", "Name": "Hunter", "Health": 400.0, "Kit": "", "Wear items": [ { "ShortName": "hoodie", "skinID (0 - default)": 961066582 }, { "ShortName": "pants", "skinID (0 - default)": 961084105 }, { "ShortName": "shoes.boots", "skinID (0 - default)": 961096730 }, { "ShortName": "burlap.gloves", "skinID (0 - default)": 961103399 }, { "ShortName": "hat.beenie", "skinID (0 - default)": 594202145 } ], "Belt items": [ { "ShortName": "shotgun.spas12", "Amount": 1, "skinID (0 - default)": 0, "Mods": [ "weapon.mod.flashlight" ], "Ammo": "" } ], "Speed": 5.0, "Roam Range": 10.0, "Chase Range": 110.0, "Attack Range Multiplier": 1.0, "Sense Range": 60.0, "Memory duration [sec.]": 10.0, "Scale damage": 0.8, "Aim Cone Scale": 1.0, "Detect the target only in the NPC's viewing vision cone?": false, "Vision Cone": 135.0, "Turret damage scale": 1.0, "Disable radio effects? [true/false]": false, "Should remove the corpse?": true, "Loot": { "Allow AlphaLoot to Modify Loot": false, "Use AlphaLoot Preset with This Name": "", "Allow LoottableStacksizeGUI to Modify Loot": false, "Use LoottableStacksizeGUI Preset with This Name": "", "Allow CustomLoot to Modify Loot": false, "Use CustomLoot Preset with This Name": "", "Clear the container before adding items/prefabs": true, "Prefabs Table": { "Enabled": true, "Minimum Unique Prefabs": 1, "Maximum Unique Prefabs": 1, "Prefab Pool": [ { "Prefab": "assets/bundled/prefabs/radtown/underwater_labs/crate_food_1.prefab", "Chance [0.0-100.0]": 10.0, "Minimum Amount": 1, "Maximum Amount": 1 } ] }, "Items Table": { "Enabled": true, "Use Chance-Based Spawn (Ignore Min/Max Unique Items)": false, "Minimum Unique Items": 2, "Maximum Unique Items": 4, "Item Pool": [ { "Shortname": "ammo.pistol.fire", "SkinID": 0, "Display Name (empty - default)": "", "Owner Display Name": "", "Is Blueprint": false, "Genomes": [], "Chance [0.0-100.0]": 5.0, "Minimum Amount": 60, "Maximum Amount": 80 }, { "Shortname": "ammo.pistol", "SkinID": 0, "Display Name (empty - default)": "", "Owner Display Name": "", "Is Blueprint": false, "Genomes": [], "Chance [0.0-100.0]": 5.0, "Minimum Amount": 60, "Maximum Amount": 80 }, { "Shortname": "ammo.shotgun.fire", "SkinID": 0, "Display Name (empty - default)": "", "Owner Display Name": "", "Is Blueprint": false, "Genomes": [], "Chance [0.0-100.0]": 5.0, "Minimum Amount": 15, "Maximum Amount": 30 }, { "Shortname": "ammo.shotgun", "SkinID": 0, "Display Name (empty - default)": "", "Owner Display Name": "", "Is Blueprint": false, "Genomes": [], "Chance [0.0-100.0]": 5.0, "Minimum Amount": 15, "Maximum Amount": 30 }, { "Shortname": "ammo.shotgun.slug", "SkinID": 0, "Display Name (empty - default)": "", "Owner Display Name": "", "Is Blueprint": false, "Genomes": [], "Chance [0.0-100.0]": 5.0, "Minimum Amount": 15, "Maximum Amount": 30 }, { "Shortname": "ammo.rifle", "SkinID": 0, "Display Name (empty - default)": "", "Owner Display Name": "", "Is Blueprint": false, "Genomes": [], "Chance [0.0-100.0]": 5.0, "Minimum Amount": 60, "Maximum Amount": 80 } ] } } },
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Default started following Custom Fishing Village & Stables Add On Prefabs
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Custom Fishing Village & Stables Add On Prefabs
Default commented on Magic Services's file in Prefabs
- 5 comments
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- #stables
- #fishing village
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(and 6 more)
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Momo.Sinclair started following Announcements
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Momo.Sinclair joined the community
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Default started following Better Fishing Villages
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SlayersRust started following Not working properly until plugin reload
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Tryhard started following Not working properly until plugin reload
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So the plugin was reported as not working so I tested and that was correct. All permissions were given and config was correct. I had to reload the plugin to get it to work properly but I worry maybe something isn't being patched on daily server restarts or something is overwriting it somehow and the issue will reappear again later. I also use the BuildingWorkbench Plugin https://umod.org/plugins/building-workbench thats the only other plugin I use regarding workbenches could this cause an issue with your plugin?
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Issue Report: Prison Monument and Red Door Door Logic / Exit Blocking (Eden Falls)
Niko replied to K9N_Twitch's Support Report in Support
Please post these im my discord, open a support ticket. I means I can keep all problems in one place and act on them as soon as the editor is updated - Here is my discord https://discord.gg/wbZ3QBeYHq -
https://discord.gg/wbZ3QBeYHq
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hionet.com started following Flags
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Having problems with permissions registration c.grant group default buildcore.vip Couldn't grant permission - permission does not exist. Am I missing something? I cant seem to find the permissions "Saved Base Limits - Enable": true, "Saved Base Limits - Default Limit": 5, "Saved Base Limits - By Permission": { "buildcore.normal": 150, "buildcore.vip": 150, "buildcore.vipmax": 250
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cogle joined the community
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aaa23141 changed their profile photo
- Yesterday
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Never mind, I found lobby settings, my bad
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- 307 comments
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- #eventmanager
- #manager
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(and 5 more)
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Fantastic plugin and incredibly feature rich. This is not just a simple build plugin, it is a complete sandbox building system with personal and VIP plots, guest permissions, save/load sharing, symmetry tools, a polished UI, and even a custom build map included. Everything feels well designed and professional. LuffyRust loves plugins that offer real functionality and a smooth player experience, and this one absolutely delivers. Highly recommended.
- 20 comments
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- 307 comments
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- #eventmanager
- #manager
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(and 5 more)
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- 307 comments
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- #eventmanager
- #manager
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Huntr changed their profile photo
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I found when I leave a plot and it returns me to lobby it teleports me high enough so when I fall I am wounded, how can I prevent this please?
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Hello,. I am having an issue where no NPC's are spawning in a custom map, Boston:New Land. I went into the Data and tried to change one of the custom monuments for enabled to true. After reloading the plugin, the data gets reset to false. After reloading, the console states everything loaded successfully, even the file that resets from false to true. After testing, it affects more than just the custom files, but also the ones that came with BetterNPC. Thank You, BetterNpc.json NpcSpawn.json Arctic.json Arid.json Jungle.json Temperate.json Tundra.json Boston_BilsFarm.json Boston_Boston.json Boston_Buttsville.json Boston_Folcom_Prison.json Boston_Frozen_Research_1.json Boston_Frozen_Research_2.json Boston_GraweyardOfShips.json Boston_HydroElectricalPowerStation.json Boston_QuarantineZone.json Boston_RoadSideMarket.json Boston_SpaceStation.json Boston_WalleyOfBridges.json
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can you enable debug in config and send the output after reloading the plugin?
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Changed Status from Pending to Work in Progress Changed Fixed In to Next Version
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Hi, I will add that
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Failed to call hook 'OnServerInitialized' on plugin 'FerryTerminalEvent v1.3.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.FerryTerminalEvent+MapController.GetFerryTerminalLocation () [0x00055] in <03ec6a43613f4dbe9fd700ba118cfa24>:0 at Oxide.Plugins.FerryTerminalEvent+MapController..ctor (Oxide.Plugins.FerryTerminalEvent+LoggerManager log) [0x00023] in <03ec6a43613f4dbe9fd700ba118cfa24>:0 at Oxide.Plugins.FerryTerminalEvent.OnServerInitialized () [0x00019] in <03ec6a43613f4dbe9fd700ba118cfa24>:0 at Oxide.Plugins.FerryTerminalEvent.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0012a] in <03ec6a43613f4dbe9fd700ba118cfa24>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0