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LizardMods

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    It does exactly what it says on the tin (automatically spawns additional storage) for a decent price.
  1. LizardMods

    killed in safe zone

    ya, it's a spawn room for new players. It's using a rust edit safe zone. I will just link you SrtBull video with the time stamp SrtBull 19:56 edit. you know after looking at the footage it's like it kills sleepers in the safe zone. not sure if the fire kills the player but the radiation does.
  2. it's a Sentry Turret, or you can configure it like an auto turret and a SamSite. you can change the aim cone. it's all in the config.
  3. LizardMods

    killed in safe zone

    I made a Unlisted video. Sorry for echoing. youtube
  4. LizardMods

    Raidable Bases

    I've read most of your posts. I would not mind trying to help you. So long as you have a test server, know how to copy/paste, hop into a Discord call, and Speak English. My discord username is lizardmods
  5. LizardMods

    killed in safe zone

    just the default config for the NpcSpawn. It's a small change to Scary loot and fireball cooldown but other wise default. { "Can NpcSpawn NPCs attack animals? [true/false]": false, "Can NpcSpawn NPCs attack other NPCs? [true/false]": false, "Can NpcSpawn NPCs attack sleeping players? [true/false]": false, "Can NpcSpawn NPCs attack wounded players? [true/false]": false, "Can NpcSpawn NPCs attack players in SafeZone? [true/false]": false, "Prefab path used for all NpcSpawn NPCs": "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_heavy.prefab", "Configuration version": { "Major": 2, "Minor": 6, "Patch": 9 } } Scary.json
  6. LizardMods

    killed in safe zone

    I have a custom spawn location under a mountain. when I use a random spawn location, a boss like Scary can spawn above my custom spawn location. new players are being set on fire and killed by radiation. is there a way to block bosses from attacking players in safe zones? SrtBull did an Audit of my server, which happened to him on his live stream. I logged on to test and found that it was a boss.
  7. LizardMods

    error while compiling

    I found this on staging today while preparing for the wipe. Error while compiling TeamFix: 'BasePlayer' does not contain a definition for 'ClientRPCPlayerAndSpectators' and no accessible extension method 'ClientRPCPlayerAndSpectators' accepting a first argument of type 'BasePlayer' could be found (are you missing a using directive or an assembly reference?) | Line: 211, Pos: 28
  8. LizardMods

    error while compiling

    I found this on staging today while preparing for the wipe. Error while compiling SkillTree: The type or namespace name 'Harmony' could not be found (are you missing a using directive or an assembly reference?) | Line: 6, Pos: 7
  9. LizardMods

    On Entity Take Damage

    I don't think Skilled Tree likes the Barrelless scientist. I found this in my server console today. [Barrelless] Kit for BarrelScientist lesa[1240847] succesfully equiped. Failed to call hook 'OnEntityTakeDamage' on plugin 'SkillTree v1.4.13' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.SkillTree.OnEntityTakeDamage (BaseCombatEntity entity, HitInfo info) [0x00d74] in <08a5befe0c474768bf20e84fe4d88573>:0 at Oxide.Plugins.SkillTree.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x05992] in <08a5befe0c474768bf20e84fe4d88573>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <87ce9ac9776a48658bc55eae6debe38b>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <cd7231f30b444d86bc6cca8a53cdd2ea>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <cd7231f30b444d86bc6cca8a53cdd2ea>:0
  10. LizardMods

    bug with lantern

    stacking lanterns that have fuel and then splitting the stack you will lose fuel.
  11. LizardMods

    Raidable Bases

    No he did not I put in a bug report and several others have too evidently this affects more than switches it also affects the industry stuff and other electrical inputs. There are plenty of bug reports I am just not certain if misticos Is monitoring these channels.
  12. LizardMods

    Raidable Bases

    I'm just gonna leave a comment here because this plugin heavily depends on copy-paste. The position of the switch in copy-paste and many other plugins has gotten messed up. I asked White Thunder about it. This was his answer. "The Y position just needed to be +1 So CopyPaste could probably just +1 all of them, but only for old pastes. It could record a version number in the file or something so it knows whether to add that amount." I know you don't maintain this plugin but I thought I'd mention it because certainly someone will say something about a messed up raid base. and in this way at least you know what the problem is.
  13. I would highly recommend using the NPC user ID instead. make sure that this is set to true in TalkerSpawns.json for talkingnpc in the data file. "CallOnUseNpc": true, Then copy the NPC ID "NpcUserID": 815149023232, reload talkingnpc now in GUIShop each tab can be its own shop or have multiple tabs in one shop. each tab/ Category has an input field to Enable npc and npc id Here's a custom tab that I have. "Zipline": { "DisplayName": "Zipline", "DisplayNameColor": null, "Description": "You currently have {0} Cash in hand to spend in Zipline shop\n<color=lime>This crossbow allows you to deploy your own zip line</color>", "DescriptionColor": null, "Permission": "", "Currency": "Cash", "CustomCurrencyAllowSellOfUsedItems": false, "CustomCurrencyNames": "", "CustomCurrencyIDs": -1779183908, "CustomCurrencySkinIDs": 2420097877, "EnabledCategory": true, "EnableNPC": true, "NPCId": "", "NpcIds": [ "815149023232" ], "Items": [ "Zipline Crossbow", "Zipline Cable" ] }, you are going to add the NPCID in this spot here in the tab/ Category "EnableNPC": true, "NPCId": "", "NpcIds": [ "815149023232" ], You're going to have to do this for each tab/category you want the NPC to have. you can have one NPC for all tabs or Multiple NPC with one tab each. also, I made a video on a similar use case. https://www.youtube.com/watch?v=5T_16O94s8k&t=1456s Last but not least the number one rule with GUIShop is you can never delete sections of the config Mainly the tab/category but you can always add otherwise you're going to completely mess up your configuration file.
  14. I was going through my logs and found this error. there are no reports from players. Failed to call hook 'OnEntityTakeDamage' on plugin 'SkillTree v1.4.13' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.SkillTree.OnEntityTakeDamage (BaseCombatEntity entity, HitInfo info) [0x00d74] in <1e5f6643ceea49678771f4223e452f84>:0 at Oxide.Plugins.SkillTree.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x05992] in <1e5f6643ceea49678771f4223e452f84>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <87ce9ac9776a48658bc55eae6debe38b>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <b6d06fce9e044af4a6ddc8d724bd3b0b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <b6d06fce9e044af4a6ddc8d724bd3b0b>:0
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