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Everything posted by Raul-Sorin Sorban
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- 21 comments
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the invite buttons do not work
Raul-Sorin Sorban replied to PhatBlinkie's Support Request in Support
Changed Status from Pending to Not a Bug -
the invite buttons do not work
Raul-Sorin Sorban replied to PhatBlinkie's Support Request in Support
The invites black/orange "button" isn't an actual button. It's an indicator which shows it the maze mode allows hosts to invite other players in the maze. -
Changed Status from Pending to Closed Changed Fixed In to Next Version
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Hello! Thanks, I'll get to this as quick as I can very soon. Prepping a big Event update which contains many fixes and improvements.
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That can very much be a SignArtist issue. Besides the size of the pictures you're trying to put on the posters are very large in size, I do not really know what it could cause that. Please tell me more about this so I can reproduce.
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I am not absolutely sure you've done the right changes for the SignArtist plugin then, please provide me some more information on this, so I can reproduce.
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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Thanks for this! Noted.
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all walls and floors are 0 health
Raul-Sorin Sorban replied to PhatBlinkie's Support Request in Support
Changed Status from Pending to Closed Changed Fixed In to Next Version -
all walls and floors are 0 health
Raul-Sorin Sorban replied to PhatBlinkie's Support Request in Support
Hey there! The 0 health walls is completely normal, if they're not being destroyed, it shouldn't be something that you should be worrying about. Players shooting eachother in the maze is still a thing I'm working around at the moment. By default you shouldn't have to add anything extra in your TruePVE rule sets, the plugin should do everything it needs to do and achieve the right things without retouching it. Noted. -
Changed Status from Pending to Not a Bug
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aMAZEingPro isn't intended to be used that way. Native events in the plugin will come in a future update in the very near future.
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Changed Status from Pending to Closed Changed Fixed In to Next Version
- 1 reply
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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Although I am still loving the idea, it does not fit well due to the ability to specify exact amounts for each item the dispensers will contain. You'd basically have to calculate that by yourself, let's say you got a total amount of 2000 for a type of rock, which contains stones, sulfur and HQ; 1500 stones, 400 sulfur and 100 HQ in the config.
- 21 comments
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- 21 comments
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Q: Can i set to be more floors? A: Please check this out. Q: Cannot spawn doors. A: For doors to spawn, you must assign the GiftLoot array, loot which spawns in boxes behind the doors (could be gun traps or gift boxes). Q: Possible to set a min and max bullets of the shotgun traps? I want to be a random amount of bullets. A: Will add that in the future. Q: Some place the floor is missing, only carpet shown. A: That is a common Rust client-side issue. The blocks are still there, they just sometimes disappear due to Occlusion Culling.
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Changed Status from Pending to Can't Reproduce
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- 21 comments
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- 21 comments
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- 3
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- 21 comments
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Version 1.3.4
1,883 downloads
Harvest resources from objects that you normally cannot harvest from. Dispensers are being slightly refilled at every sunrise. Configuration { "GatheredDispenserNotices": false, "DepletedDispenserNotices": false, "RefillDispenserNotices": true, "GatherMultiplier": 35.25, "Definitions": [ { "PrefabFilter": "rock_small", "Contents": [ { "GatherAmount": 10, "ShortName": "stones", "Amount": 100 }, { "GatherAmount": 8, "ShortName": "metal.fragments", "Amount": 50 } ], "WhitelistedHeldItems": [ "rock", "pickaxe", "hammer.salvaged", "icepick.salvaged", "stone.pickaxe", "jackhammer" ] }, { "PrefabFilter": "rock_med", "Contents": [ { "GatherAmount": 10, "ShortName": "stones", "Amount": 500 } ], "WhitelistedHeldItems": [ "rock", "pickaxe", "hammer.salvaged", "icepick.salvaged", "stone.pickaxe", "jackhammer" ] }, { "PrefabFilter": "rock_cliff", "Contents": [ { "GatherAmount": 10, "ShortName": "stones", "Amount": 5000 }, { "GatherAmount": 1, "ShortName": "bleach", "Amount": 1 } ], "WhitelistedHeldItems": [ "rock", "pickaxe", "hammer.salvaged", "icepick.salvaged", "stone.pickaxe", "jackhammer" ] }, { "PrefabFilter": "rock_formation", "Contents": [ { "GatherAmount": 10, "ShortName": "stones", "Amount": 10000 } ], "WhitelistedHeldItems": [ "rock", "pickaxe", "hammer.salvaged", "icepick.salvaged", "stone.pickaxe", "jackhammer" ] }, { "PrefabFilter": "powerline_pole", "Contents": [ { "GatherAmount": 7, "ShortName": "wood", "Amount": 200 }, { "GatherAmount": 8, "ShortName": "metal.fragments", "Amount": 50 } ], "WhitelistedHeldItems": [ "rock", "axe.salvaged", "chainsaw", "stonehatchet", "hatchet" ] }, { "PrefabFilter": "pallet_stacks", "Contents": [ { "GatherAmount": 10, "ShortName": "wood", "Amount": 300 } ], "WhitelistedHeldItems": [ "rock", "axe.salvaged", "chainsaw", "stonehatchet", "hatchet" ] }, { "PrefabFilter": "electrical_box_a", "Contents": [ { "GatherAmount": 7, "ShortName": "metal.fragments", "Amount": 500 } ], "WhitelistedHeldItems": [ "rock", "pickaxe", "hammer.salvaged", "icepick.salvaged", "stone.pickaxe", "jackhammer" ] }, { "PrefabFilter": "electrical_box_b", "Contents": [ { "GatherAmount": 7, "ShortName": "metal.fragments", "Amount": 150 } ], "WhitelistedHeldItems": [ "rock", "pickaxe", "hammer.salvaged", "icepick.salvaged", "stone.pickaxe", "jackhammer" ] }, { "PrefabFilter": "dish_radio", "Contents": [ { "GatherAmount": 10, "ShortName": "metal.fragments", "Amount": 1000 } ], "WhitelistedHeldItems": [ "rock", "axe.salvaged", "chainsaw", "stonehatchet", "hatchet" ] }, { "PrefabFilter": "powerline_pole", "Contents": [ { "GatherAmount": 7, "ShortName": "wood", "Amount": 200 } ], "WhitelistedHeldItems": [ "rock", "axe.salvaged", "chainsaw", "stonehatchet", "hatchet" ] } ] } FOR BEST ENTERTAINMENT, USE THE DEFAULT SETTINGS OF THE PLUGIN.Free- 21 comments
- 2 reviews
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- 6
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I just tested the same thing, did you change the config then run the "oxide.reload aMAZEingPro" command in the console to refresh the config in Rust? Once I do that, the cooldowns work accordingly.