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FuelStream's Achievements
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Is it same issue as this one ? Failed to call hook 'OnEntityDeath' on plugin 'RustRewards v3.0.3' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.RustRewards.OnEntityDeath (BaseVehicle vehicle, HitInfo info) [0x00163] in <6da05eecb7bc461495c8d2493baf9e2e>:0 at Oxide.Plugins.RustRewards.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x007bd] in <6da05eecb7bc461495c8d2493baf9e2e>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <31122a27a2414cd799150f8677cf39d4>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <0fbce81d88d64454b3e7abb24df7026b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <0fbce81d88d64454b3e7abb24df7026b>:0
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Weapon Multiplier does not seem to be working for some items: surveycharge explosive.satchel explosive.timed multiplegrenadelauncher grenade.f1 grenade.beancan rocket.launcher The first 3 are from tools category, but the last 4 is from weapons category and was already in the default config so something is wrong with explosives. The rest of the "weapons" from tools category works fine, even the sickle from misc category.
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"Weapon_Multipliers": { "axe.salvaged": 1.0, "bone.club": 1.0, "bow.compound": 1.0, "bow.hunting": 1.0, "candycaneclub": 1.0, "chainsaw": 1.0, "crossbow": 1.0, "flamethrower": 1.0, "flashlight.held": 1.0, "grenade.beancan": 1.0, "grenade.f1": 1.0, "gun.water": 1.0, "hammer.salvaged": 1.0, "hatchet": 1.0, "icepick.salvaged": 1.0, "jackhammer": 1.0, "knife.bone": 1.0, "knife.butcher": 1.0, "knife.combat": 1.0, "lmg.m249": 1.0, "longsword": 1.0, "mace": 1.0, "machete": 1.0, "multiplegrenadelauncher": 1.0, "paddle": 1.0, "pickaxe": 1.0, "pistol.eoka": 1.0, "pistol.m92": 1.0, "pistol.nailgun": 1.0, "pistol.python": 1.0, "pistol.revolver": 1.0, "pistol.semiauto": 1.0, "pistol.water": 1.0, "pitchfork": 1.0, "rifle.ak": 1.0, "rifle.bolt": 1.0, "rifle.l96": 1.0, "rifle.lr300": 1.0, "rifle.m39": 1.0, "rifle.semiauto": 1.0, "rock": 1.0, "rocket.launcher": 1.0, "salvaged.cleaver": 1.0, "salvaged.sword": 1.0, "shotgun.double": 1.0, "shotgun.pump": 1.0, "shotgun.spas12": 1.0, "shotgun.waterpipe": 1.0, "sickle": 1.0, "smg.2": 1.0, "smg.mp5": 1.0, "smg.thompson": 1.0, "snowball": 1.0, "snowballgun": 1.0, "spear.stone": 1.0, "spear.wooden": 1.0, "stone.pickaxe": 1.0, "stonehatchet": 1.0, "torch": 1.0 },
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Ex. Adding this "sign.post.town": "assets/prefabs/deployable/signs/sign.post.town.prefab", to the config, also allows sign.post.town.roof to be placed if held in hand. But, when placing said sign.post.town.roof it actually places the sign.post.town Same thing happens even if I add "sign.post.town.roof": "assets/prefabs/deployable/signs/sign.post.town.roof.prefab", to the config. I'm guessing this has to do with the way shortnames/paths are read by the plugin.
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- 97 comments
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- #lighting
- #automation
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Would that parameter mean that light sources would burn fuel down to 1 and then turn off when the plugin normally turns lights off and if the player needed more light for ex during daytime they would just have to put more fuel in than the 1 that's in there and it would then keep burning until down to 1 again ? That would actually be an amazing solution and easy for players to understand, and the player that never need daytime light would never know that anything changed. My players love the lights at night (we only have non-electric lights on night mode), and it does give that awesome atmosphere on the map.
- 97 comments
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- #lighting
- #automation
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Sorry for the late response. Ignore the light sources with fuel in them would be a solution. Problem with that is that when players craft ex. a Lantern it comes with some fuel in it and they would then have to know that they should remove that fuel in order to get the "auto night turn on". Best solution would be to ignore items turned on manually by a player and then when manually turned off go back to "auto night turn on", but that's probably not technically possible.
- 97 comments
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- #lighting
- #automation
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Any chance we could get protection for fuel driven light sources and devices such as Candles, Lanterns, Chinese lanterns, Jack-o-lanterns, Fog machines, Snow machines etc. ? So if containing fuel and turned on by a player they won't turn off in the morning. On servers and custom maps that are dark, and for players living in caves etc., it's annoying that their light sources turn off in the morning even though no light is present. This should of course only apply to items that have fuel and has been turned on by the player.
- 97 comments
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- #lighting
- #automation
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Am I correct if I understand that Bradley Options has no config option for HotGibs delay ?
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Am I correct if I understand that Bradley Options has no config option for HotGibs delay ? Wrong plugin thread.
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It's a feature that has been asked for a lot on PlayTimeTracker but have never been implemented. I just delete .../oxide/data/PTTracker/playtime_data.json on every wipe while the server is offline. Alternatively you might be able to use a wipe-plugin to delete the file on map change, but it can be tricky as PTT has to be unloaded when the file is deleted.
- 416 comments
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- 2
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- #statistics
- #leaderboard
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