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this particular bug is limited to weapons. my npcs only try to cycle weapons, so armor would be something else you're welcome. still working on a couple nav issues with the npcs then I will release the update.
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Ah, very Interesting. I haven't personally been able to get the clothing to work either, but I have gotten reports saying that players had their armor glitching like that as well, is why I even bring it up. But who knows. Sounds like it won't be anything to worry about regardless after the update. Thanks, Nivex.
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- 4 comments
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Strange.. Can’t you become the owner only on this event? That is, it doesn’t reset, but it’s never set? Does a message about owner appear in the chat when an NPC is attacked? You can send your config, I’ll try with yours, because I have no ideas.. I’ll try asking KpucTaJI...
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"Allow a player who has an active cooldown of the Event Owner to enter the event zone? [true/false]": false, "The time that the Event Owner may not be inside the event zone [sec.]": 450, "The time until the end of Event Owner status when it is necessary to warn the player [sec.]": 120, "Prevent the actions of the RestoreUponDeath plugin in the event zone? [true/false]": false, "The time that the player can`t become the Event Owner, after the end of the event and the player was its owner [sec.]": 0.0, "Darkening the dome (0 - disables the dome)": 4 All my events are configured this way, so there is no cooldown.
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Перед предыдущим сообщением я проверял оба типа навигационной сетки с новым навмешем (мне кажется на нём вообще без разницы, какой тип указывать ), и у меня они везде передвигаются. Можете добавить в дискорде? @shrpndfcsd
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アップデートしました。 コンフィグに"ShowMessagesOnlyRankedを追加しました。 trueのとき、サーバーランキングと大会でランクインしたときのみチャットメッセージに表示されます。(ShowMessagesがtrue前提になります)
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Romantic333 changed their profile photo
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Changed Status from Pending to Work in Progress
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/fishでUIを開き、対象にしたい魚を選択してください。魚の詳細画面の下に青いボタンがありますのでそのボタンから開催設定をしてスタートさせます。 青いボタンは管理者か権限(extrafishing.tournament.admin)を所持しているプレイヤーのみ表示されます。
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this means you can still allow players to loot the sleepers if you want but the lootable option will be fixed in the next RB update, and you can continue using the Kits plugin with the next RB update as well.
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hi, so it's RB causing this. Kits just triggers the bug so it appears as if it's causing it when it's not. though this does not happen on my end, "plus have a heavy scientist suit over whatever armor was already being worn" and clothing works normally. my npcs periodically try to equip and hold an item: the issue is that they're trying to do this when a player has taken those items from them, so the player ends up holding the items instead. it's fixed in the next update.
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what setting should i look for if i browse for any wipe settings i only get this. { "Trigger Wipe Check On Map Wipe": true, "Trigger Wipe Check On Map Name Change": false, "Trigger Wipe Check On Protocol Change": false, "Trigger Wipe Check Only On First Thursday": false, "Clear Preview-Only Statistic Data Older Than X Days (-1, to disable)": -1 } and the market wipe settings
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Помогло только вернув старую сетку, но боты не ходят по лесницам! На новой сетке боты ходить не хотят вообще. О проблеме мне сообщили игроки что боты стреляют но не ходят. Менял сетку навигации на нормальную - 0, тоже не помогло, убирал сон тоже не помогло. Рано или поздно фейспанч полностью перейдут на новую сетку убрав старую, хотелось бы что бы плагин поддерживал ботов на новой сетке тоже.
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Changed Status from Pending to Work in Progress Changed Fixed In to Next Version
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can you make this support Loot Table & Stacksize GUI 2.2.21
Adem replied to The Coffee Guy's Support Report in Support
Changed Status from Pending to Closed -
can you make this support Loot Table & Stacksize GUI 2.2.21
The Coffee Guy replied to The Coffee Guy's Support Report in Support
OK I thank you and will use the preset. -
@Deicide @Joe Estes Hello, unfortunately, at the moment I can only suggest trying this event on the new navigation mesh. I think that its related with custom navmesh.. But, ofc, its on your own. They don’t run through doors.. but they can’t pass through some doors at all, for example, through the red room, even if it’s open, because for some reason the navmesh isn’t generated there — you can verify this using the in‑game console command: rustnav.draw Also, they won’t throw grenades through doors; at least, I can’t manage to replicate that. If you want to give it a try, you need to: comment out one line in WaterEvent.cs, 3079 string: //_ins.NpcSpawn.Call("SetCustomNavMesh", npc, closer.transform, navmesh); and change the server convar: rustnav.maxshoredistance 1000 which is responsible for creating the navmesh away from the island; by default, this value is 100 meters, and the event appears approximately 600–700 meters from the island.
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Changed Status from Pending to Closed
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Oh, find file configuration.json in RustEdit folder and make true in this setting: "Show all prefabs (WARNING: Some prefabs may not work or break the editor/your map)": true
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Yeah this ticket can be closed, I cannot find "cargoshiptest" in the prefab list which is the issue. I will have to dig on it as I can find all other assets of the cargo just not that model for some reason, just doesn't appear to be listed but that's another issue.