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LizardMods

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Everything posted by LizardMods

  1. LizardMods

    to many code locks

    so when the server restarts I presume that raidable bases remove the bases. The children have nowhere to go and end up at 00. After several restarts, there will be thousands of these code-locks at 00. I tried using item leak but this has unintended consequences. like breaking oranges backpacks. Why is his stuff down there? well I am currently waiting in Discord for his reply.
  2. the difference is NpcHorses have real AI. they well chase you down and this one they are dorpie.
  3. this is from a monument finder on a custom monument.
  4. do I have to paste the ATM every server wipe?
  5. also, I am using a custom plugin that already does this, and here is a snippet of the config on how to add them. "Custom Monument Markers": [ { "Root Name": "Elucidate", "Display Name": "<color=silver> Elucidate </color>", "Icon URL": "http://assets.rustimperium.com/icons/map/satellite-dish.png" }, { "Root Name": "Clone Lab", "Display Name": "<color=#00ff00ff> Clone Lab </color>", "Icon URL": "https://i.imgur.com/HLVymSY.png" } ] },
  6. there are plugins like monument finder and monument addons that support custom monuments. I am not a dev but I hope this helps. If you did support custom monuments I would very much be interested in this plugin. assets/bundled/prefabs/modding/volumes_and_triggers/monument_marker.prefab public NormalMonumentAdapter(MonumentInfo monumentInfo) : base(monumentInfo) { MonumentInfo = monumentInfo; if (monumentInfo.name.Contains("monument_marker.prefab")) { assets/bundled/prefabs/modding/volumes_and_triggers/monument_marker.prefab ShortName = PrefabName; BoundingBox = new OBB(Position, Rotation, GetBounds(monumentInfo, ShortName)); } else { BoundingBox = new OBB(Position, Rotation, GetBounds(monumentInfo, ShortName)); } }
  7. humm Sus
  8. LizardMods

    Raidable Bases

    19616 line of code, Godspeed man. if I find something with navmesh I will let you know.
  9. config does not generate and missiles do not fire. after throwing grenade normal and pink smoke is deployed with a siren, then the console on the server starts to spam IndexOutOfRangeException: Index was outside the bounds of the array. that is my report.
  10. LizardMods

    NRE error as follows

    the big guy updated Zombie Horde today and this is what he had to say about loot tables and Alpha loot. "AlphaLoot doesn't override other plugins, it spawns loot in place of Rusts default loot spawn. If other plugins don't want AL to populate a container they can use the (object)CanPopulateLoot(LootContainer) hook" so I guess this is not a bug, but rather a request to support Alpha loot. any was love what your doing and thanks for providing us with this cool mod.
  11. LizardMods

    NRE error as follows

    I have the same thing and I suspect Alpha loot. I am currently having a similar problem with zombie horde loot table and HuntsMan loot table. both use NPCPlayerCorpse for the loot table. I am going to put in a ticked with the Alpha loot as I suspect this is an unintended behaver.
  12. help. just got over covid and i am back working on my server and found this in console. hooks are not happy lol. facepunch Studios may have changed a lot of things. Failed to call hook 'OnPlayerInput' on plugin 'FacePunch v2.3.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.FacePunch.TryGetPlayerView (BasePlayer player, UnityEngine.Quaternion& viewAngle) [0x0001f] in <e1df702b41984c189b59fe0862e76a29>:0 at Oxide.Plugins.FacePunch.OnPlayerInput (BasePlayer initiatorPlayer, InputState input) [0x001d2] in <e1df702b41984c189b59fe0862e76a29>:0 at Oxide.Plugins.FacePunch.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0012b] in <e1df702b41984c189b59fe0862e76a29>:0 1kb/s in, 2kb/s out at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <31122a27a2414cd799150f8677cf39d4>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <0fbce81d88d64454b3e7abb24df7026b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <0fbce81d88d64454b3e7abb24df7026b>:0
    It just works! this this is a great way to implement the door closers without having a heavy plugin.
  13. LizardMods

    food is not decaying

    ElectricFridge 1.0.3 food is not decaying, here is my settings. if I wanted all food to be rotten in 2 days what would that look like? is timespan in min or sec? what is the max for foodDecay 1.0? { "Settings": { "branding": "Frigidaire", "decay": true, "foodDecay": 0.98, "timespan": 600.0, "blockPickup": false, "blockLooting": false }, "Version": { "Major": 1, "Minor": 0, "Patch": 3 } }
  14. now there's already a plugin that handles a water catchers fill rate, "Water Catcher Boost". but there is no plug-in that I know of that handles the water flow rate from the water catcher to a sprinkler. if you set the water catchers fill rate to the max 2147483646 it would still struggle to continuously Supply more than four sprinklers. anyways I don't have very many suggestions but there's mine. I want to say that this would be easy to make but to be honest I get excited when I successfully edit a plug-in. I leave this in the hands of the coding gods lol
  15. just seen the update lol thats f****** grate lol will give it a try.
  16. LizardMods

    suggestion for The Button

    Ability to configure more than one button.
    FYI to the newcomer, configurations made to murderers also affects zombies. this plug-in is dope. the developers also friendly.
  17. LizardMods

    wood sound replacement

    I tried adding the feature myself with what limited knowledge I have. I'm only a lizard you know I have a small brain lol. I was only able to get the sound effects to work when punching with zero damage lol I'll be looking forward to the update thanks again.
  18. LizardMods

    wood sound replacement

    suggestion. punching scarecrows AKA zombies doesn't seem to have any effect. I initially thought that it might have been the zombie horde causing problems, but I manually spawned a default zombie and tried punching it and nothing. I have tried the one punch man feature and that works on everything but I don't want players two one punching things especially to kill a zombie. Would you be willing to add a feature to configure damage to npc's like scarecrows AKA zombies when punched? anyways this is a very cool plug-in I'm glad you made it, thanks.
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