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RR_Tappi

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Everything posted by RR_Tappi

  1. RR_Tappi

    KillFeed

    Error while compiling KillFeed: Cannot implicitly convert type 'Facepunch.StringView' to 'string'. An explicit conversion exists (are you missing a cast?) | Line: 3295, Pos: 45
  2. RR_Tappi

    Basements

    The Console is flooding with this: (21:56:53) | Failed to call hook 'CanBuild' on plugin 'Basements v1.0.6' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.ExtensionMethods.Contains[T] (T[] array, T value) [0x00029] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Plugins.Basements.CanBuild (Planner planner, Construction prefab, Construction+Target target) [0x000c6] in <332c39d7306e4f9f8a2aac064938524a>:0 at Oxide.Plugins.Basements.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x012bf] in <332c39d7306e4f9f8a2aac064938524a>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0
  3. RR_Tappi

    Basements

    Cool and awesome plugin, we're thrilled with it. I do have one question, though: is it possible to add another hatch in the basement? Currently, this isn't possible, and I haven't found anything about it in the configuration. Edit: Just a little info for others... We use SimplePVE and it works with that too.
  4. RR_Tappi

    Roaming NPCs

    Hi, we tested it yesterday before the wipe and yes, it works. You can wound/kill and rob the bots, and vice versa.
  5. RR_Tappi

    Roaming NPCs

    We have a PvE server with PvP zones, and we use SimplePvE. Would that work too? Can you rob/kill these NPCs then? And how would it affect regular players?
  6. RR_Tappi

    Npc Spawn

    UpdaterNpcSpawn.cs The plugin was in the folder; I've now deleted it.
  7. RR_Tappi

    Npc Spawn

    The file NpcSpawn.cs is no longer present after every server restart. We also use BetterNPC All events stopped working because NpcSpawn was missing; if I re-uploaded it, the events worked again. What could be the reason why the file keeps getting deleted?
  8. Thank you Can I include chat messages? High water is coming... Low water is coming?
  9. Ah, okay And what are the names of these plugins? I only found one, but it was last updated 5 years ago. Does it still work?
  10. And what does that mean now?
  11. The seas and oceans have tides (ebb and flow), which can be observed particularly well in the Wadden Sea in Germany... the water disappears completely there. Is there something like that in Rust too? I mean, you could control it manually. But it should be automatic.
  12. Hello, as far as I can tell, can it only be started by an administrator? I read that it could also be done automatically. Will there also be a purchasable option so players can buy it for scrap or real money? Similar to DungeonEvents Thank you I just tested it with a player. I had to place a coffin, look at it, and enter a single command before I could start it. Like I said, it would be cool if players could buy it or if it happened automatically, but then it shouldn't always take place in the same location.
  13. RR_Tappi

    Raidable Bases

    Okay, I'll delete the language file and check again. Thank you.
  14. RR_Tappi

    Raidable Bases

    Hello, since the last update, the price is no longer displayed. Players type /buyraid and the selection list appears, but it no longer shows the price of each item. It only displays "PriceText". I've looked everywhere but I can't find anything. I'm completely stumped.
  15. Error while compiling Loottable: The name 'ofen' does not exist in the current context | Line: 8556, Pos: 21
  16. Ahh great, thank you (17:30:09) | Calling 'Unload' on 'DynamicMonuments v1.1.8' took 1670ms (17:30:09) | Unloaded plugin DynamicMonuments v1.1.8 by Adem (17:30:10) | [DynamicMonuments] The spawn of monuments has begun! (17:30:10) | [DynamicMonuments] oilPlatform is spawned at grid E36 (17:30:10) | Calling 'OnServerInitialized' on 'DynamicMonuments v1.1.8' took 672ms (17:30:10) | Loaded plugin DynamicMonuments v1.1.8 by Adem (17:30:16) | [DynamicMonuments] cargo is spawned at grid A9 (17:30:21) | [DynamicMonuments] oilPlatform is spawned at grid A25 (17:30:26) | [DynamicMonuments] submarine is spawned at grid I38 (17:30:31) | [DynamicMonuments] submarine is spawned at grid AA3 (17:30:36) | [DynamicMonuments] pirs is spawned at grid D27 (17:30:41) | [DynamicMonuments] pirs is spawned at grid AM21 (17:30:46) | [DynamicMonuments] rustedDam is spawned at grid V27 (17:30:51) | [DynamicMonuments] ancientDam_1 is spawned at grid P35 (17:30:56) | [DynamicMonuments] rustedGates is spawned at grid H16 (17:31:01) | [DynamicMonuments] rustedGates is spawned at grid M21 (17:31:06) | [DynamicMonuments] The spawn has ended! There were no trees this time? Did I miss something?
  17. (20:28:40) | Loaded plugin DynamicMonuments v1.1.8 by Adem (20:28:46) | [DynamicMonuments] treeHouse_1 is spawned at grid R31 (20:28:51) | [DynamicMonuments] cargo is spawned at grid T41 (20:28:56) | [DynamicMonuments] oilPlatform is spawned at grid Q41 (20:29:01) | [DynamicMonuments] oilPlatform is spawned at grid B20 (20:29:06) | [DynamicMonuments] pirs is spawned at grid F5 (20:29:11) | [DynamicMonuments] submarine is spawned at grid AL16 (20:29:16) | [DynamicMonuments] ancientDam_1 is spawned at grid AD33 (20:29:21) | [DynamicMonuments] ancientDam_1 is spawned at grid AB32 (20:29:27) | [DynamicMonuments] rustedGates is spawned at grid X26 (20:29:32) | [DynamicMonuments] rustedGates is spawned at grid AH32 (20:29:37) | [DynamicMonuments] The spawn has ended!
  18. Hi Adem, I kind of understand, but I also don't *laughs* So, as I understand it, there are bases that players can claim. And there are monuments, like the monuments from Facepunch (for example, The Dome). Is that right? What settings do I need to adjust so that no player can claim any of these bases, meaning no one can build anything there... (they should build things themselves and not just take pre-made ones, hehe) And that all these bases and monuments are always in a different location after each server restart, so they're not always in the same place (if possible)? So I would have to set this to true: "Recreate locations on every plugin restart [true/false]": false, And that, as I understand it, is for making it appear automatically? Ground Monuments": { "Allow automatic spawn? [true/false]": true, I've revised the config; I hope it's correct now. DynamicMonuments.json

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