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Vwsurfer

Posted

Hey mate, can you help me out please.

NullReferenceException: Object reference not set to an instance of an object

NullReferenceException: Object reference not set to an instance of an object

NullReferenceException: Object reference not set to an instance of an object,

When i  unload AutoTurretInterference it stops.

Unloaded plugin AutoTurretInterference v1.1.84 by Scalbox

v had an problem with the console flooding

 

Scalbox

Posted

33 minutes ago, Vwsurfer said:

Hey mate, can you help me out please.

NullReferenceException: Object reference not set to an instance of an object

NullReferenceException: Object reference not set to an instance of an object

NullReferenceException: Object reference not set to an instance of an object,

When i  unload AutoTurretInterference it stops.

Unloaded plugin AutoTurretInterference v1.1.84 by Scalbox

v had an problem with the console flooding

 

I replied to you in the support ticket

stev61

Posted

 Error while compiling AutoTurretInterference: Argument 3: cannot convert from 'bool' to 'string' | Line: 742, Pos: 101

 

 

Scalbox

Posted

Read update description....

Update for the next Rust update for Forced Wipe. Don't update before!!!

stev61

Posted

dsl ok

 

Pitu

Posted

Hey, I play on a 1mx server and I'm having an issue with your plugin. It checks how many turrets are in a certain area but doesn't consider which team the turrets belong to. On a 1mx or even a 10x server, it's possible for raiders to spam turrets (without even turning them on), causing the defender's turrets to get electrified and disabled. Is there a way to add a team check to identify which team the turrets belong to? And if this is possible, will it affect performance?

Scalbox

Posted

6 hours ago, Pitu said:

Hey, I play on a 1mx server and I'm having an issue with your plugin. It checks how many turrets are in a certain area but doesn't consider which team the turrets belong to. On a 1mx or even a 10x server, it's possible for raiders to spam turrets (without even turning them on), causing the defender's turrets to get electrified and disabled. Is there a way to add a team check to identify which team the turrets belong to? And if this is possible, will it affect performance?

Hi
it's not like that, the plugin controls the turrets based on player and/or team. So if you have a limit of 40 turrets, there can be 40 turrets from one team and 40 from another team in one spot.
You probably have something wrong in your configurations or permissions

Scalbox

Posted

Furthermore, if the turret is not connected to the power, it is not counted

RR_Tappi

Posted

EnableMessageInfo (If set to TRUE, it shows a message info to the player, when he takes hold of an electricity cable or auto turret, of the commands that the plugin makes available to him)

Can you set it so that it only appears on the turret and not on the cable?

 

Scalbox

Posted (edited)

On 10/14/2024 at 3:59 PM, RR_Tappi said:

EnableMessageInfo (If set to TRUE, it shows a message info to the player, when he takes hold of an electricity cable or auto turret, of the commands that the plugin makes available to him)

Can you set it so that it only appears on the turret and not on the cable?

 

Hi
can you make an update to the plugin to allow this.
I will release an update as soon as possible.

I also take this opportunity to inform you and other people, that soon the plugin will also support automatic sharing of turret autorization with clan/team members.
You can enable or disable this configuration in the plugin configuration

Edited by Scalbox
Scalbox

Posted

On 10/14/2024 at 3:59 PM, RR_Tappi said:

EnableMessageInfo (If set to TRUE, it shows a message info to the player, when he takes hold of an electricity cable or auto turret, of the commands that the plugin makes available to him)

Can you set it so that it only appears on the turret and not on the cable?

 

plugin updated, now only shows the message if you have an auto turret in your hand

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