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ZEODE started following Broken Plugin
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Fusion 3.64 started following Broken Plugin
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| 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
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- 133 comments
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- #rust
- #real
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- #rust
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- #pve
- #pvp
- #solo
- #build
- #friendly
- #raid
- #npc
- #monument
- #monuments
- #loot
- #looting
- #farm
- #newbie
- #custom
- #bar
- #ui
- #cui
- #panel
- #vehicle
- #claim
- #limit
- #limits
- #sleeping
- #bag
- #sleeping bag
- #bed
- #shelter
- #permission
- #permissions
- #vip
- #economy
- #economics
- #rad
- #town
- #radtown
- #queue
- #bypass
- #vehicles
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- #base
- #bases
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- #raider
- #raiders
- #humannpc
- #event
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- #plugin
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- #umod
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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!
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Hello for September Update seems to be weird errors when reloading
Iftebinjan replied to SlayersRust's Support Report in Support
Will be updated for the forced wipe -
BB Rust started following Can't get roads to spawn
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Wizla started following Can't get roads to spawn
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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!
- Today
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john8373536 started following Announcements
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john8373536 joined the community
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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 -
In the plugin itself, I can’t find a suitable permission to manually add it to the console. Please suggest the command.
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prokuroorrr joined the community
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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.
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zbhi6300 started following Announcements
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zbhi6300 joined the community
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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
- 3 comments
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- #sewer branch
- #racetrack
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RobertMunda started following What Rust Plugins would you like to see?
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Hello for September Update seems to be weird errors when reloading
SlayersRust posted A Support Report in Support
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 -
the speed of the server is significantly reduced
walkinrey replied to Franchesko's Support Report in Support
Turn on periodic bot reinitialization and try to lower the amount of bots "Включить периодическую реинициализацию бота? (может улучшить производительность)" -
Great base pack for the money! I do recommend buying if you are looking to add more bases to your server. Author is great and offered help the moment I bought the pack. My only issue with raid pack is the huge amount of bear rugs and boxes in bases. I had to spawn them all in to remove some of the rugs and boxes as I have my own loot table and my player don't want to open a box and see 3 items.
- 4 comments
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- #raidable
- #base
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- #raidable
- #base
- #bases
- #raid
- #raidables
- #raidbase
- #raidablebse
- #building base
- #base pack
- #mega pack
- #raid base packs
- #raid base full pack
- #raid base mega pack
- #raid loot tables
- #raidable base package
- #raidable base pack
- #base and loot
- #raidable bases and loot tables
- #build
- #builder
- #buildings
- #building
- #building bases
- #raiding base
- #raidbases
- #hard bases
- #nightmare bases
- #expert bases
- #easy bases
- #medium bases
- #base loot tables
- #base loot
- #loottables
- #raid base loot tables
- #build base
- #raidable base easy
- #raidable base medium
- #raidable base hard
- #raidable base nightmare
- #raidable base expert
- #all raidable bases
- #full pack
- #mega package
- #raid base pack
- #raidable bases pack
- #easy to nightmare
- #raid base full package
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B. Dávid changed their profile photo
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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.
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Changed Status from Pending to Closed
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Dawson Redmond joined the community
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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.
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Changed Status from Work in Progress to Fixed Changed Fixed In to 0.1.9
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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-
- #stagingbranch
- #staging
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