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Showing content with the highest reputation since 03/29/2026 in File Comments
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Random bot ID generator, this number is different across our plugins, you actually don't need to edit that If you use more than one bot from this preset, it will always have a random appearance. If the number of bots is 1, you can assign a specific appearance to this bot. When a bot has been around for a long time and is out of sight of players, it will delete itself and respawn in the same place with same items, freeing up RAM and improving server performance. Random bot behaviour will be assigned on spawn (Aggressive, Friendly, Defensive) Decreasing these settings can cause bots to think faster in certain moments, but it also negatively impacts server performance. Increasing have the opposite effect. These settings are usually used to improve server performance Usually used on custom servers when there are navigation issues Allows you to spawn other boxes instead of the usual ones, for example from DLCs, or any other For example, if bot wants to farm wood, he'll check for items on this list in priority order. If “Allow to create item if it is not in inventory?” is enabled, he'll spawn item in his inventory if it isn't already there, and then proceed to farm wood, no crafting here. If this setting is disabled and the item isn’t in his inventory, he will continue down the list trying to find the needed item to farm wood. If he doesn’t have a tool, he won’t farm wood, he'll need to loot needed tool somewhere on the map1 point
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habe eine fehlermeldung: (16:31:02) | Failed to call hook 'OnEntitySpawned' on plugin 'TheWalkingDead v1.0.9' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.TheWalkingDead.GetZombieLoot (BaseNetworkable entity) [0x000a0] in <c655eab492d34465bc92e84d4d6b8180>:0 at Oxide.Plugins.TheWalkingDead.OnEntitySpawned (BaseNetworkable entity) [0x00044] in <c655eab492d34465bc92e84d4d6b8180>:0 at Oxide.Plugins.TheWalkingDead.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00123] in <c655eab492d34465bc92e84d4d6b8180>: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>:01 point
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Hey! Nope, actually its the opposite. You need "Automatically give rewards after the wipe" set to true AND "Claim Reward Settings" > "Enabled" set to true. The first one stores the rewards after wipe, and the second one makes players claim them manually with /claimreward instead of getting them automatically when they connect.1 point
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@TheResilienceOg hi, that's shown when you click the map marker. you can set it to the relative amounts for what it should cost to raid a particular base if they take the optimal path. the plugin cannot set costs for you, it has to be input manually. i personally don't think it's worth using, as players might argue with you about it. so that just depends on your preference really.1 point
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