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nashslash

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  1. nashslash

    playtime tracker from umod

    unable to load or run .. 1. There is no argument given that corresponds to the required parameter 'x' of 'GenericPosition.GenericPosition(float, float, float)' [CS7036] (PlaytimeTracker 61 line 570)
  2. nashslash

    Carbon

    not sure where to post this but i'm getting a raidablebases version match. carbon says 2.7.9 but i installed 2.8.4 cs, but carbon wants to update but when i click update nothing happens. where is carbon pulling the CS from? how can it download my RB without logging into the correct website first ? ok looks like carbon is looking on umod for RB.. any way to disable the autoupdate checker for this mod ?
  3. nashslash

    Raidable Bases

    errrmmm nothing appears to be spawning in on maintained restarted and there now spawning
  4. nashslash

    Raidable Bases

    [2024.01.04 18:44:26] [ERRO] Failed compiling 'C:\vanillaRUST\carbon\plugins\RaidableBases.cs': [2024.01.04 18:44:26] [ERRO] 1. 'RaidableBases.HumanoidNPC.CreateCorpse(BasePlayer.PlayerFlags, Vector3, Quaternion, BaseEntity)': no suitable method found to override [CS0115] (RaidableBases 40 line 2404)
  5. nashslash

    Npc Random Raids

    Buy the plugin if you want support on it. what a cheek asking for support on something your mate sent you ...
  6. nashslash

    Raidable Bases

    use this just to turn the whole feature off sentry.interferenceradius 0
  7. nashslash

    Raidable Bases

    anyone else getting random turrets with the tesla coil effect on them since the update?
  8. nashslash

    Raidable Bases

    yes check the config in skilltree "RaidableBaseCompletion_Easy": 750.0, "RaidableBaseCompletion_Medium": 1500.0, "RaidableBaseCompletion_Hard": 3000.0, "RaidableBaseCompletion_Expert": 6000.0, "RaidableBaseCompletion_Nightmare": 0.0,
  9. nashslash

    Raidable Bases

    if you want a weapon drop just increase the probability. if you are giving 14 items just up the probability of the ones you want to drop. eg if i set it to drop 4 items then i should get 3 weapons and either rocket { "shortname": "rifle.ak", "name": null, "amount": 1, "skin": 0, "amountMin": 1, "probability": 100.0, "stacksize": -1 }, { "shortname": "rifle.m39", "name": null, "amount": 1, "skin": 0, "amountMin": 1, "probability": 100.0, "stacksize": -1 }, { "shortname": "rifle.l96", "name": null, "amount": 1, "skin": 0, "amountMin": 1, "probability": 100.0, "stacksize": -1 }, { "shortname": "ammo.rocket.hv", "name": null, "amount": 40, "skin": 0, "amountMin": 20, "probability": 30.0, "stacksize": -1 }, { "shortname": "ammo.rocket.fire", "name": null, "amount": 40, "skin": 0, "amountMin": 20, "probability": 30.0, "stacksize": -1 } "Minimum Amount Of Items To Spawn (0 = Use Max Value)": 10, "Amount Of Items To Spawn:" 14, this means between 10-14 different loot items will drop. it will choose from your loot table
  10. nashslash

    Raidable Bases

    If you want a player a chance to get an item select the min and max to 1 then if its chosen it will drop 1. "amount": 1, "skin": 0, "amountMin": 1, Create your loot table then edit the profile "Minimum Amount Of Items To Spawn (0 = Use Max Value)": XX, "Amount Of Items To Spawn": XX, XX= the number of loot items from the loot table you want to drop or choose from your loot table. If you want something to drop with a higher chance, increase the value in the loot table "probability": 1.0
  11. broken septembers update [Error] Error while compiling GetToDaChoppa
  12. nashslash

    Raidable Bases

    Check these settings also. if you told the npcs to spawn in beds or bags and there are only 2 in your raid base then thats all your get. "Spawn Inside Bases": { "Spawn On Floors": false, "Spawn On Beds": true, "Spawn On Rugs": false, "Spawn On Rugs With Skin Only": 1, "Bed Health Multiplier": 1.0, "Rug Health Multiplier": 1.0, "Spawn Murderers Outside": false, "Spawn Scientists Outside": false, "Minimum Inside (-1 = ignore)": -1, "Maximum Inside (-1 = ignore)": -1
  13. nashslash

    Raidable Bases

    if you dont want to edit each base to remove a shotgun trap you cound try editing the config "Weapons": { "Infinite Ammo": { "AutoTurret": true, "FlameTurret": true, "FogMachine": true, "GunTrap": false, "SamSite": true }, "Ammo": { "AutoTurret": 256, "FlameTurret": 256, "FogMachine": 5, "GunTrap": 0, "SamSite": 24
  14. ok if you oskin it works .. if you oskin then remove an old kit then try to add a new one then it doesnt work | Failed to call hook 'CommandHandler' on plugin 'SaveOutfitSkin v1.0.2' (KeyNotFoundException: The given key was not present in the dictionary.) at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <fb001e01371b4adca20013e0ac763896>:0 at Oxide.Plugins.SaveOutfitSkin.SkinDataEntry (Oxide.Game.Rust.Cui.CuiElementContainer& container, System.String panel, System.String uiMin, System.String uiMax, Oxide.Plugins.SaveOutfitSkin+ItemSkinInfo itemSkinInfo, BasePlayer player, System.String useCommand) [0x0004b] in <3dbaf4acdf254d25a73d38249dde4d0e>:0 at Oxide.Plugins.SaveOutfitSkin.ShowOutfitSkinSaverUI (BasePlayer player, System.String skinName, System.Boolean isNew) [0x002ef] in <3dbaf4acdf254d25a73d38249dde4d0e>:0 at Oxide.Plugins.SaveOutfitSkin.CommandHandler (ConsoleSystem+Arg arg) [0x001b0] in <3dbaf4acdf254d25a73d38249dde4d0e>:0 at Oxide.Plugins.SaveOutfitSkin.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x004aa] in <3dbaf4acdf254d25a73d38249dde4d0e>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <23ba99f131254889867c71f0bd137b1d>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <157a94ee66ab4a7991faecd1eb84be3b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <157a94ee66ab4a7991faecd1eb84be3b>:0
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