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Everything posted by Covfefe
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- 19 comments
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- 1
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- 22 comments
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- #autoturret
- #event
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- 91 comments
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What is your original language? I will try to get a native speaker to translate. I am asking if these crate and barrel animals have names such as "Crate Chicken" "Barrel Wolf" etc.. If not, I would like to ask you to implement that. Like how botspawn has configurable npc names. It would be nice if this plugin could do the same.
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- 37 comments
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- #alarm
- #biological weapon
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(and 32 more)
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- #alarm
- #biological weapon
- #bradley
- #call
- #cargoplane
- #ch47
- #chinook
- #crates
- #event
- #facepunch
- #kpu
- #kpuc
- #kpuctajl
- #mad mappers
- #npc
- #oxide
- #parachute
- #phone
- #plane
- #plugin
- #plugins
- #premium
- #pve
- #pvp
- #rust
- #satdishevent
- #satellite
- #satellite dish
- #umod
- #zombie
- #halloween
- #pvemode
- #npcspawn
- #server event
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- 49 comments
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- #zombie
- #krungh crow
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(and 5 more)
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- 49 comments
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- #zombie
- #krungh crow
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(and 5 more)
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Anyone able to get the tree zombies to come out? I haven’t been able to yet, but the rock zombies work great. Maybe I should try no kit? { "Use Debug": false, "Tree spawns": { "Can spawn from trees": true, "Spawn chance (1-100%)": 100.0 }, "Node spawns": { "Stone Nodes": { "Can spawn from stone nodes": true, "Spawn chance (1-100%)": 100.0 }, "Sulfur Nodes": { "Can spawn from sulfur nodes": true, "Spawn chance (1-100%)": 100.0 }, "Metal Nodes": { "Can spawn from metal nodes": true, "Spawn chance (1-100%)": 100.0 } }, "NPC Settings": { "Spawn Amount": 1, "Health": 150, "Max Roam Distance": 20, "Damage multiplier": 1.0, "Lifetime (minutes)": 88000.0, "Use kit (clothing)": true, "Kit ID Rock Zombie": [ "zombierock" ], "Kit ID Tree Zombie": [ "zombietree" ], "Show messages": false, "NPC drop a Backpack with loot": false, "Use Random Skins": false,
- 49 comments
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- 1
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- #zombie
- #krungh crow
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(and 5 more)
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- 49 comments
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- 1
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- #zombie
- #krungh crow
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Request: -Implement trees if possible? thank you One more thing, any idea what this could be? Failed to call hook 'OnEntitySpawned' on plugin 'ZombieRocks v1.0.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.ZombieRocks.OnEntitySpawned (NPCPlayerCorpse corpse) [0x00018] in <1180976946ed456bb14efe87e90b8365>:0 at Oxide.Plugins.ZombieRocks.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x004ba] in <1180976946ed456bb14efe87e90b8365>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <60c318df79ed41688ea59335e48d61ad>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <9882f28dc2204b4dba514a9ad18f5042>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <9882f28dc2204b4dba514a9ad18f5042>:0 I noticed it when the server was botting up
- 49 comments
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- #zombie
- #krungh crow
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(and 5 more)
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so the event ends regardless if players kill all the scientists or not? cause when it ends, all the npcs are gone and players can just climb up to the dome and loot whatever they want without having to fight anything. Can you add an event trigger where it only ends when players kill all the tier3 scientists?
- 91 comments