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Everything posted by Covfefe
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Didn't know I had to delete the config and reload the plugin every wipe. Please make this an automatic feature and please add 1 config option to ENABLE ALL BEDS.
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Failed to call hook 'OnServerInitialized' on plugin 'MonumentBeds v1.0.0' (ArgumentNullException: Value cannot be null. Parameter name: key) at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) [0x00008] in :0 at System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) [0x00000] in :0 at Oxide.Plugins.MonumentBeds+PluginConfig.GenerateData () [0x0003e] in <6ae9a1aba1904c26b3e17f9aade071a7>:0 at Oxide.Plugins.MonumentBeds.OnServerInitialized () [0x00000] in <6ae9a1aba1904c26b3e17f9aade071a7>:0 at Oxide.Plugins.MonumentBeds.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00282] in <6ae9a1aba1904c26b3e17f9aade071a7>: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 <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0 Loaded plugin Monument Beds v1.0.0 by Khan
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Would it be possible to make the trafficdrivers run over players? Like instead of shooting at players, the driver just keeps trying to run them over. The moment the driver sees a player, they will immediately drive off the road and after the player. This would be AMAZING. thank you!
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i found a whole ton of my botrespawn bots trying to attack those hostages. i checked my botrespawn settings and i can't find anything to fix this
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- 17 comments
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- 1
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- #halloween
- #gruber
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(and 4 more)
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- 2 comments
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- #team spawner
- #team
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(and 7 more)
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WaterPatrol was compiled successfully in 1572ms Failed to call hook 'OnServerInitialized' on plugin 'WaterPatrol v1.0.9' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.WaterPatrol.GetNameMonument (MonumentInfo monument) [0x000c1] in :0 at Oxide.Plugins.WaterPatrol.CheckAllMonuments () [0x0001a] in :0 at Oxide.Plugins.WaterPatrol.OnServerInitialized () [0x0000c] in :0 at Oxide.Plugins.WaterPatrol.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00d43] in :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 <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0 Loaded plugin WaterPatrol v1.0.9 by KpucTaJl
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it only turns on boombox.deployed and not boombox.static anymore. i could have swore it also used to turn on boombox.static
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i think you forgot to add the tripod spotlight, i can't get it to turn on or find it's name in the config
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I was watching this youtube video and thought of rust and i was thinking how cool would it be to have a floating blimp base, but how would you even move the entire base? that's when i thought of barges. how cool would it be to be able to float your entire base around the map? blimp seats 12, has windows all around to shoot out of. so cool!
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- 7 comments
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- #event
- #rust event
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(and 1 more)
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"Biomes for automatic location spawn (Arid, Temperate, Tundra, Arctic)": [???????????], do i just type [arid, temperate]? or do i leave it empty and it can spawn in all biomes?
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- 20 comments
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NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.Convoy+BuildManager.CreateEntity (System.String prefabName, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.UInt64 skinId, System.Boolean enableSaving) [0x0000e] in <29688c9ded4148d39aeb89a30b4a9988>:0 at Oxide.Plugins.Convoy+BuildManager.SpawnRegularEntity (System.String prefabName, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.UInt64 skinId, System.Boolean enableSaving) [0x00000] in <29688c9ded4148d39aeb89a30b4a9988>:0 at Oxide.Plugins.Convoy+BikeVehicle.SpawnBike (Oxide.Plugins.Convoy+BikeConfig bikeConfig, Oxide.Plugins.Convoy+ConvoyPathVehicle ftontVehicle) [0x0002e] in <29688c9ded4148d39aeb89a30b4a9988>:0 at Oxide.Plugins.Convoy+EventController.SpawnConvoyVehicle (System.String presetName, Oxide.Plugins.Convoy+ConvoyPathVehicle frontVehicle) [0x0011f] in <29688c9ded4148d39aeb89a30b4a9988>:0 at Oxide.Plugins.Convoy+EventController+<SpawnCorountine>d__23.MoveNext () [0x000f6] in <29688c9ded4148d39aeb89a30b4a9988>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <470ec865e9cd405cbc45cdbc22bb3c0c>:0 UnityEngine.MonoBehaviour:StartCoroutineManaged2(MonoBehaviour, IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) Oxide.Plugins.EventController:SpawnConvoy() Oxide.Plugins.EventController:Init(EventConfig) Oxide.Plugins.EventLauncher:StartEvent(EventConfig) Oxide.Plugins.<DelayedStartEventCorountine>d__6:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [Convoy] The event has begun! (Preset name - medium)