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MaxxxEdge

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  1. I had the same issue. The command /pr didn´t work anymore since last update. Just add the command /pr in your config and everything´s fine.
  2. MaxxxEdge

    Battlefront

    Better late than never.....i have to add my review. This is by far one of the greatest maps ever from Gruber. It´s running the 2nd January now on my Server and I can only agree with the other reviews here. Every Star Wars Fan will love it, great detail, great work as always. The only thing which is not perfect is, that the map is very packed for it´s size. Some players with older PCs are not very satisfied, but luckily they can tune their graphic settings in Rust.
  3. I had the same issue yesterday, was nearly going crazy. I checked every download file with Visual Studio only to see that it was still 2.0.8 but for me then it worked to refresh the CF page.
  4. Reload your Browser Page
  5. MaxxxEdge

    Still doesn´t work

    Yes, works. It seems i have a cache issue (Win11 or chrome maybe). Still shows me after downloading v1.0.12 the 1.0.11 version in .cs after opening the downloaded file. But 2nd admin has downloaded it too and it works, correct version. So all is OK, thank you.
  6. MaxxxEdge

    Still doesn´t work

    Plugin still doesn´t work, even after update on 1.0.12 (Rust update March 2nd) and in .cs code line 33 ist 1.0.11 to read
  7. MaxxxEdge

    Raidable Bases

    @aimacak To 2) We experienced the same thing with tools and weapons that break after a few shots. We have server convars set like this, but it doesn´t seem to work with RaidableBases or seems to be 10x (?) times higher than normal : conditionloss.damagemultiplier "0" conditionloss.armorhealthmult "0" I think it has to do with the Zones over the RB, but either i´m dumb or blind...didn´t found an option to change it...
  8. MaxxxEdge

    Raidable Bases

    @nivexAnd of course we saw this issue before we Admins tested it by ourself. This is a log from a Player:
  9. Same, since 1st dec update: 96 BradleyGuards - Failed to compile: BradleyGuards.cs(172,34): error CS1501: No overload for method `Init' takes `14' arguments
  10. OK. I´ll try now last version of BG. We tried the version 1.3.2 and it seems better as long as Brad gets killed next to the buildings. But in the open area behind the Rocket the Guards are running away from Launch site up to the next Street. With new version 1.3.3 it seems they ran away much farther than in V 1.3.2 but really - idk. We´ve tested a lot, but it is not as it was 1 Month before.
  11. OK, i unloaded NPCRustEdit. Reloaded BradleyGuards. Now only NPCSpawn from the AirEvent Plugin and BotRespawn are the only Plugins running, which can affect NPCs. Last Month (maybe before the last update of BradleyGuards) all went fine. Even with 1 more NPC-affecting Plugin (due to the Detroit Map in March). So we don´t understand what has happened
  12. Yes, we use NPCSpawn from the AirEvent Plugin, BotRespawn for maintaining all the Zombies and Bots and NPCRustEdit. It seems that NPCRustEdit is from last Map Detroit, and we didn´t delete it. Let me check this first pls.....
  13. We have the same Problem since idk...last BG Update or later in April (?) Guards spawn outside from Launchsite. I saw it yesterday but Players reported it is "since weeks".
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