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  1. Today
    Amazing work, delivered fast and the with great quality!
  2. Yesterday
  3. aimacak

    Boss Monster

    This is great, but unfortunately, this is just a struggle with the consequences, better will be to know the reason.. but so far there are no ideas.. it seems to me that this is some kind of set of plugins, because this situation appeared after the update, but not a very large number of people, about 10, but I don't have such situations on my server at all.. i cant testing T_T
  4. jtausch

    Meteor Event

    Enable Random Direct Falling Meteors On Mining Regular Ones and Random Direct Falling Meteor Options This option will mean that if a player breaks a regular meteor on the map, there will be a chance to call a direct meteor on him. The default config contains an annotation to the "default" meteor profile, but this event takes 30 seconds by default, so the meteor will fall in the next 30 seconds, not instantaneously. how do you make the meteors falling more frequently when mining a node ? i upped the 1 to a 2 do i need to go higher?
  5. That sound is client sided and cannot be overidden
  6. badgyver

    Cooldown on bot respawn

    The new update is available. Have a great day.
  7. The_Kiiiing

    Null Reference Exception

    Are you sure this error is from FlyingCargoShip and not from AirEvent? The logged error comes from the AirEvent plugin, also the current version of flying cargo does not spawn any hot air balloons, only pumpkins.
  8. Paniermehl

    User died (Fall)

    This Problem comes wehen a Player dies by Fall DMG
  9. Paniermehl

    User died (Fall)

    Failed to call hook 'OnPlayerDeath' on plugin 'RealPVE v0.1.29' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.RealPVE.TryGetAttacker (HitInfo info, BaseEntity& result) [0x00000] in <a73d6b80df064cb0b60a4857b3b79630>:0 at Oxide.Plugins.RealPVE.OnPlayerDeath (BasePlayer player, HitInfo info) [0x0000d] in <a73d6b80df064cb0b60a4857b3b79630>:0 at Oxide.Plugins.RealPVE.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x03573] in <a73d6b80df064cb0b60a4857b3b79630>: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
  10. Madstayen

    Quick Smelt

    Hi Iftebinjan, is it possible to increase the rate at which charcoal is burned? For some reason the charcoal burn rate stays vanilla. Everything else is adjustable, except for that. I'd insert 10K wood and 10K sulfur ore, and by the time the sulfur ore is smelted I'd still have 9990 wood left, which is a little weird.
    This is probably the best stats plugin you can find on the market. Everything is extremely flexible to configure, and it works flawlessly. On top of that, Mevent provides incredibly fast support through discord.
  11. just hide it with some plugin like ConsoleFilter, it doesn't affect plugins behaviour anyway we are dropping DriverController soon and replacing it with NPCsController
  12. Not sure why this started popping off in my console. Calling hook CanEntityTakeDamage resulted in a conflict between the following plugins: DriverController - True (Boolean), RaidableBases (False (Boolean)) Any easy fix for this? Not even sure which of the plugins that use the DriverController is causing it. I went to every RaidableBases on the Mao and see no Cars, Bikes, Boats, or Helis nearby.
  13. Querneu

    API and usage

    SkillAbler administration and developer API Admin permission The commands below are available to server-console/RCON users and in-game admins (authLevel >= 2). To delegate them to an Oxide permission group, grant: oxide.grant group admin skillabler.admin Run the examples in the server console or RCON. Replace <player> with either the player's Steam ID or their online player name (playername); names containing spaces are accepted when the match is unambiguous. Use a Steam ID for offline players or when a name matches more than one online player. Skill identifiers are the key values in the SkillAbler configuration. Reset progression skillabler.admin reset skills <player> skillabler.admin reset prestige <player> skillabler.admin reset all <player> skillabler.admin give xp <player> <amount> skillabler.admin give points <player> <amount> skillabler.admin give prestigepoints <player> <amount> skills clears purchased normal skills and their activation states, then refunds their invested levels as normal Skill Points. Player level and XP are preserved. prestige clears Prestige skill purchases and prestige XP/Skill Point ranks, then refunds the invested ranks as Prestige Points. Prestige level is preserved. all resets SkillAbler progression to level 1 with zero XP, points, purchased skills, and prestige level. It does not delete player preferences or stored backpack contents. give xp grants XP using the player's configured Prestige XP multiplier; level-ups award their normal Skill Points. It works for online and offline players and does not share the granted XP with teammates. give points adds normal Skill Points without changing player level or XP. give prestigepoints adds Prestige Points without changing Prestige level. Admin resets do not charge Scrap. Giving points and resetting an online player refreshes their SkillAbler interface; resets also apply runtime cleanup for affected prestige features. Set an owned skill's state skillabler.admin skill <player> <skill_key> <on|off> skillabler.admin prestige <player> <prestige_skill_key> <on|off> These commands only change the activation state of a skill the player already owns. They do not grant levels or spend/refund points. The skill must be enabled in server configuration. Admins can also force the state of skills configured as non-toggleable; regular players still cannot toggle those from the UI. Changes to offline players are saved and applied when they next connect. Examples: skillabler.admin skill 76561198000000000 amateur_miner off skillabler.admin prestige 76561198000000000 backpack on skillabler.admin give xp 76561198000000000 5000 skillabler.admin give points 76561198000000000 10 skillabler.admin give prestigepoints 76561198000000000 3 The same commands accept a player name instead of the Steam ID, for example: skillabler.admin skill "Player Name" amateur_miner off skillabler.admin prestige "Player Name" backpack on skillabler.admin give xp "Player Name" 5000 skillabler.admin give points "Player Name" 10 skillabler.admin give prestigepoints "Player Name" 3 Let every player use perks There is no blanket permission command required for normal players: the skill menu and perks are available by default, and players unlock perks through their skill points and Prestige Points. Normal skills can optionally be restricted with PermissionRequiredToShow in the config. When that field is non-empty, grant that exact permission to the default player group to let everyone see and buy that skill: oxide.grant group default <permission-from-PermissionRequiredToShow> Do not grant skillabler.admin to the default group; that permission is only for delegated administration. Skill configuration The config contains a Skills list for regular skills and a PrestigeSkills list for built-in Prestige skills. Existing entries can be tuned independently: Regular skills: Name, Category, Enabled, VisibleInTree, MaxLevel, Tier, Effect, ValuePerLevel, Description, IconUrl, IconSkin, CanToggle, MinimumPrestigeLevel, MinimumPlayerLevel, RequiredSkillKey, BlockedBySkillKey, and PermissionRequiredToShow. Prestige skills: Name, Enabled, VisibleInTree, MaxLevel, Tier, ValuePerLevel, Description, IconUrl, IconSkin, and CanToggle. Key is a persistent identifier used in saved player data; keep it stable when renaming a skill. Enabled: false disables buying and the skill's effect. VisibleInTree: false only hides its card; it does not refund/remove levels already owned. Hidden skills can still be queried or administered through the API/admin commands. Regular skill entries may be added with a unique key, a built-in category, and a built-in Effect. New effect handlers/categories require code changes. Prestige entries configure the built-in Prestige skills only. Adding an arbitrary new prestige key does not create a new effect and is rejected. ValuePerLevel for Prestige has these built-in meanings: cooldown_reduction: fractional cooldown reduction per rank (0.10 = 10% per rank; capped at 100% total). evader: fractional damage-avoidance chance per rank (0.15 = 15% per rank; capped at 100%). backpack: whole number of 24-slot pages granted per rank (default 1). Other built-in Prestige skills do not currently use this numeric field. Example of hiding a Prestige skill without disabling the perk, and tuning the built-in scaling: { "Key": "evader", "Name": "Evader", "Description": "Avoid damage from hostile players and traps.", "MaxLevel": 5, "Tier": 2, "Enabled": true, "VisibleInTree": false, "CanToggle": true, "ValuePerLevel": 0.10, "IconUrl": "", "IconSkin": 0 } After editing the file, reload SkillAbler for changes to take effect. The plugin normalizes missing/invalid entries and writes the resulting config back on load. Calling the API from another Oxide plugin SkillAbler exposes the following hooks for Plugin.Call. API changes are persisted immediately. userId is the player's Steam ID (BasePlayer.userID), and skill keys are case-insensitive configuration keys. Hook Arguments Return API_GetPlayerProgress ulong userId Dictionary<string, object> with level, xp, skillPoints, prestigeLevel, and prestigePoints; null for ID 0. Unknown IDs return default progression values without creating a saved record. API_GetSkills none List of skill dictionaries containing key, name, category, maxLevel, enabled, visibleInTree, canToggle, and effect API_GetPrestigeSkills none List of prestige-skill dictionaries containing key, name, maxLevel, enabled, visibleInTree, canToggle, and valuePerLevel API_GetSkillLevel ulong userId, string skillKey int; null for ID 0 or an unknown key API_IsSkillEnabled ulong userId, string skillKey bool; null for ID 0 or an unknown key API_GetPrestigeSkillLevel ulong userId, string skillKey int; null for ID 0 or an unknown key API_IsPrestigeSkillEnabled ulong userId, string skillKey bool; null for ID 0 or an unknown key API_SetSkillEnabled ulong userId, string skillKey, bool enabled bool; false if the skill is unknown, not owned, or server-disabled API_SetPrestigeSkillEnabled ulong userId, string skillKey, bool enabled bool; false if the skill is unknown, not owned, or server-disabled. Enabling Night Vision for an online player also requires per-player environment sync. API_AddXP BasePlayer player, int amount bool; true when XP is awarded, false for a null, NPC, disconnected player, or non-positive amount. Uses the normal XP progression, Prestige modifier, level-up Skill Points, XP sharing, HUD updates, and immediate data saving. Quest and event plugins can use API_AddXP to award XP to a connected player: using Oxide.Core.Plugins; [PluginReference] private Plugin SkillAbler; private void RewardQuest(BasePlayer player, int xpReward) { if (SkillAbler == null || player == null) return; object result = SkillAbler.Call("API_AddXP", player, xpReward); if (!(result is bool success) || !success) { PrintWarning($"Could not award {xpReward} SkillAbler XP to {player.UserIDString}."); } } The player must be connected when the reward is granted. XP uses SkillAbler's standard progression path, so the player's Prestige XP bonus and any active XP-sharing skill are applied. Example consumer plugin: using System.Collections.Generic; using Oxide.Core.Plugins; private Plugin SkillAbler; private void OnServerInitialized() { SkillAbler = plugins.Find("SkillAbler"); } private void CheckSkill(BasePlayer player) { if (SkillAbler == null || player == null) return; object result = SkillAbler.Call("API_GetSkillLevel", player.userID, "amateur_miner"); if (result == null) return; int level = (int)result; Puts($"{player.displayName} has Amateur Miner level {level}."); object changed = SkillAbler.Call("API_SetPrestigeSkillEnabled", player.userID, "backpack", false); if (changed is bool success && !success) { Puts("Backpack could not be disabled; check ownership and server configuration."); } } Use the skill-list hooks to discover configured keys rather than relying on display names. API setters do not bypass ownership or server configuration, but can set states for skills that are not normally toggleable in the player UI. SkillAbler.json
  14. sorry, i had serious trouble at work and was not able to fix in time. Lately this happens quite often so i gave newguy co-author rights. I hope i can maintain the plugin better next wipe again. please check out last support ticket. It contains a working version. I will upload tomorrow to bring this also back onto main.
  15. The_Kiiiing

    Null Reference Exception

    Thanks for your detailed report, I'm gonna release a fix asap.
  16. molokatan

    Oct Wipe broke it.

    TY for supporting here. I will make sure that new guy gets access and can update in case of issues. I am so stacked with work and barely home. cant run even my own server :(
  17. Version 1.0.0

    1 download

    POST | BANNER 100% EDITABLE FIGMA Everything you need to make your server stand out this Halloween: • Fully editable text – tweak every word to fit your server's lore • Global color recoloring – switch from spooky orange to blood red in one click • Native .fig files – work directly in Figma with zero hassle WHAT’S INCLUDED: • Change colors • Change text • Source files included • Google Fonts used Don't let your server sleep through the scariest season of the year. Grab the bundle now and make your RUST community scream with excitement!
    $9.00
  18. Version 1.0.0

    1 download

    POST | STORY | AVATAR 100% EDITABLE FIGMA Get your server ready for Halloween! Everything you need to make your server stand out in the dark: • Fully editable text – tweak every word to fit your server's lore • Global color recoloring – switch from spooky orange to blood red in one click • Native .fig files – work directly in Figma with zero hassle WHAT’S INCLUDED: • Change colors • Change text • Source files included • Google Fonts used Grab your Halloween bundle now and make your RUST server the most terrifying place to play!
    $7.00
  19. I bought on Lone so can't put in support for here but can this be updated to work with the jungle animals, cows and sheep? Also can I have my access turned on here if I send proof of purchase on Lone?
  20. Querneu

    Skillabler.json

    SkillAbler.json
  21. TuxGeek

    Null Reference Exception

    Im getting a NRE on my server from the Hot air balloons from flying cargo ship as they are being spawned or destroyed being targeted by sam sites. This is what the error started as and has spammed since until a reboot happens. I have version 1.1.0 installed. Im using Oxide Cannot set the parent of the GameObject 'assets/prefabs/deployable/hot air balloon/hotairballoon.prefab' while activating or deactivating the parent GameObject 'assets/content/vehicles/boats/cargoship/cargoshiptest.prefab'. [FlyingCargoShip] Schedule event in 60min NullReferenceException: Object reference not set to an instance of an object. at UnityEngine.Bindings.ThrowHelper.ThrowNullReferenceException (System.Object obj) [0x00018] in <7ef4b7e39e5e4212acadbf6d2e50d7fa>:0 at UnityEngine.Rigidbody.set_isKinematic (System.Boolean value) [0x00006] in <2d0f16869212430390072ac38dfbbd87>:0 at Oxide.Plugins.AirEvent+ControllerAirEvent.FixedUpdate () [0x00015] in <0cd9fb0ba16f4169aa93b5d3236ca317>:0 NullReferenceException: Object reference not set to an instance of an object. at UnityEngine.Bindings.ThrowHelper.ThrowNullReferenceException (System.Object obj) [0x00018] in <7ef4b7e39e5e4212acadbf6d2e50d7fa>:0 at UnityEngine.Component.get_transform () [0x00006] in <7ef4b7e39e5e4212acadbf6d2e50d7fa>:0 at BaseEntity.WorldSpaceBounds () [0x00000] in <50596b87c643494a86c04c774a51e9ab>:0 at BaseEntity.CenterPoint () [0x00000] in <50596b87c643494a86c04c774a51e9ab>:0 at SamSite.AddTargetSet (System.Collections.Generic.List1[T] allTargets, System.Single scanRadius) [0x0001d] in <50596b87c643494a86c04c774a51e9ab>:0 at SamSite.TargetScan () [0x000c2] in <50596b87c643494a86c04c774a51e9ab>:0 at InvokeHandlerBase1[T].DoTick () [0x00120] in <9af42e0489ee47e08d6c7099c5bb8736>:0 at InvokeHandlerBase`1[T].LateUpdate () [0x0002b] in <9af42e0489ee47e08d6c7099c5bb8736>:0
  22. Thank you for clarifying!
  23. badgyver

    Cooldown on bot respawn

    Hi, thanks for the report. All the errors you describe are issues with the map editor; the NPCs are designed to appear by default, but the map editor sometimes doesn’t save the data properly; the ceiling height is designed so a player can walk underneath it, but the problem lies with the navmesh, and even the map editor itself has a bug with the NPCs: sometimes it doesn’t save the NPC type and replaces it with a random one. These are just some of the bugs in the map editor. Give me a few hours, and I’ll include a patch to fix these issues, because no matter how many times I fix them in the map editor, the errors might still occur.
  24. Any update to this? Thanks.
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