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  2. BB Rust

    Can't get roads to spawn

    Thanks!
  3. Fusion 3.64

    Broken Plugin

    | Error while compiling NPCGrenades: 'RustNavMeshAgent' does not contain a definition for 'autoTraverseOffMeshLink' and no accessible extension method 'autoTraverseOffMeshLink' accepting a first argument of type 'RustNavMeshAgent' could be found (are you missing a using directive or an assembly reference?) | Line: 1674, Pos: 36 Thanks
  4. IIIaKa

    Real PvE

    Здравствуйте! В следующем обновлении будет добавлена возможность отключения Hostile, в пве зонах или сразу во всех(пвп/пве). То есть если действия которые приводят к Hostile произошли в этих зонах.
  5. Wizla

    Can't get roads to spawn

    Hey, this is a quirk of RustEdit but after clicking 'Spawn Paths' you need to save then reload the file for them to show up!
  6. Will be updated for the forced wipe
  7. BB Rust

    Can't get roads to spawn

    Hi, Everything is lining up well after applying all modifiers (including paths) however no roads are spawning. I'm using the unbroken version as pictured. Any help greatly appreciated!
  8. Today
  9. Version 1.1.0

    7 downloads

    A simple plugin to manually add entities you want targetable by the Homing Missile Launcher. The most basic use case is targeting Bradley APC or other vehicle using the homing missile launcher as shown in example config: { "Target Prefabs": [ { "Path": "assets/content/vehicles/boats/tugboat/tugboat.prefab", "Is Directory": false }, { "Path": "assets/content/vehicles/boats/rowboat/rowboat.prefab", "Is Directory": false }, { "Path": "assets/prefabs/npc/m2bradley/bradleyapc.prefab", "Is Directory": false } ] } The "IsDirectory" bool can be used if you wish to cover all entities under a certain path, for example all vehicle modules individually targetable: { "Target Prefabs": [ { "Path": "assets/content/vehicles/modularcar/module_entities/", "Is Directory": true } ] } No perms, plug and play with some sample entities included in the default config.
    Free
  10. duvvskaja2

    perms drop wave

    In the plugin itself, I can’t find a suitable permission to manually add it to the console. Please suggest the command.
  11. Death

    API

    This is planned for the next update.
  12. ZEODE

    perms drop wave

    Give the permission manually via the console, I have seen others having the same issue with PermissionsManager, it's not a great plugin. I recommend AdminMenu, it has so much and is so much more useful.
  13. Motorbikes work great on it, not so much modular cars though. They will fit but there will be barely any room for overtaking if players were racing, and they would have to take the wooden ramp jump instead of going through the tunnel. Recorded a quick clip for example of motorbike on it Video Project 87 (1).mp4
  14. Hello for September Update seems to be weird errors when reloading. There seems to be some changes i the patches to cooking and smelting etc o.reload QuickSmelt Added '// Reference: 0Harmony' in plugin 'QuickSmelt' [CSharp] Started Oxide.Compiler v successfully QuickSmelt was compiled successfully in 1262ms Unloaded plugin QuickSmelt v1.0.0 by ifte Hook dispatch failure detected, falling back to reflection based dispatch. System.InvalidProgramException: Invalid IL code in (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:ItemModCookable.CycleCooking_Patch0 (Item,single): IL_0151: mul at HarmonyLib.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, HarmonyLib.PatchInfo patchInfo) [0x00094] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.PatchProcessor.Patch () [0x000fc] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.Harmony.Patch (System.Reflection.MethodBase original, HarmonyLib.HarmonyMethod prefix, HarmonyLib.HarmonyMethod postfix, HarmonyLib.HarmonyMethod transpiler, HarmonyLib.HarmonyMethod finalizer) [0x0002a] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at Oxide.Plugins.QuickSmelt.OnServerInitialized () [0x00096] in <3862b52323dd4c16922318e0fb31f97a>:0 at Oxide.Plugins.QuickSmelt.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x000b2] in <3862b52323dd4c16922318e0fb31f97a>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 The invalid raw assembly has been dumped to Plugins/QuickSmelt.dump Failed to call hook 'OnServerInitialized' on plugin 'QuickSmelt v1.0.0' (InvalidProgramException: Invalid IL code in (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:ItemModCookable.CycleCooking_Patch0 (Item,single): IL_0151: mul ) at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00107] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0
  15. Turn on periodic bot reinitialization and try to lower the amount of bots "Включить периодическую реинициализацию бота? (может улучшить производительность)"
  16. ProjektEU

    Realpce

    ok so it should be in the next update?
  17. IIIaKa

    Realpce

    If you have anything else to add regarding this issue, feel free to reply in this thread. For unrelated questions or issues, please create a new support ticket.
  18. IIIaKa

    Realpce

    Changed Status from Work in Progress to Fixed Changed Fixed In to Next Version
  19. IIIaKa

    Realpce

    Hello. RealPVE used to ignore actions from turrets(traps, npc and etc) created by third-party plugins, and the unused "skinID" property was used for identification. However, with skins now being added to turrets and traps(guntrap), this property is no longer suitable for this purpose. I created a request to add an alternative property so that RealPVE(and other plugins) can avoid conflicts with other plugins, but I haven't received any response from MrBlue yet. Therefore, most likely, in the next update I'll have to enable handling for all turrets, including those created by other plugins, which may cause conflicts with other plugins.
  20. IIIaKa

    Realpce

    Changed Status from Pending to Work in Progress
  21. Its not possible for it to select the profile if the weight is 0. The only way it could happen is if the config was invalid and was defaulted when it reloaded. Can you send me a copy of the config itself?
  22. Changed Status from Pending to Closed
  23. IIIaKa

    Problem with another plugin

    If you have anything else to add regarding this issue, feel free to reply in this thread. For unrelated questions or issues, please create a new support ticket.
  24. IIIaKa

    Problem with another plugin

    Changed Status from Work in Progress to Fixed Changed Fixed In to 0.1.9
  25. Version 1.6.1

    8 downloads

    Simple little plugin that watches Rust Staging and Carbon staging, and restarts if it sees an update. My Restart script has automatic update built in, so this effectively keeps my staging server up to date. Nothing fancy, just a way to keep your Carbon staging server current. I have been running it for months, but cleaned it up to meet Codefling standards. You can configure it: { "Check interval (minutes)": 30, "Restart warning (seconds)": 500, "Check Carbon staging": true, "Check Rust staging": true } The URLs to do the check are at the top as they are unlikely to change. Permissions: carbonstagingwatcher.check (allows checking) carbonstagingwatcher.force (allows forcing a restart) By default, admins can run commands. Console commands: CarbonStagingWatcher.status (shows the current status) CarbonStagingWatcher.forcecheck (runs the check immediately, skipping the timer) CarbonStagingWatcher.forcestart (forces a restart) Chat Commands: stagingcheck (forces a check immediately, skipping the timer) stagingcheckstatus (show the current status)
    Free
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