-
Posts
161 -
Joined
-
Last visited
Content Type
Profiles
Downloads
Forums
Store
Support
DOWNLOADS EXTRA
Services
Everything posted by doublee313
-
Any idea why only 1 base spawns in now? I haven't made an changes in the cfgs. I have it set to spawn 14 and 1 spawns from the 50-50 pool I have set. This just started maybe with last update? Not sure. Thx.
-
Fixed. Tested and working. Thx
-
I updated to the latest version this AM and bases aren't spawning in. I noticed this new error (not sure if its from RB) Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/scientist/scientist_corpse.prefab" Dirty Bitch[9535663] died (Generic) Dirty Bitch[9535663] changed its network group to null Invalid Position: scientist_corpse[51452349] (Infinity, Infinity, Infinity) (destroying) Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/misc/item drop/item_drop_backpack.prefab" Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/misc/item drop/item_drop_backpack.prefab" [Admin Radar] Cached 2668/206330 entities in 115.7541289 seconds! [Raidable Bases] Grid initialization completed in 35 seconds and 138 milliseconds on a 4300 size map. 12414 locations ar e on the grid. NullReferenceException: Object reference not set to an instance of an object
-
Bases not spawning in with latest update
doublee313 replied to doublee313's Support Request in Support
Sorry close ticket. I see another open. Sorry -
I updated to the latest version this AM and bases aren't spawning in. I noticed this new error (not sure if its from RB) Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/scientist/scientist_corpse.prefab" Dirty Bitch[9535663] died (Generic) Dirty Bitch[9535663] changed its network group to null Invalid Position: scientist_corpse[51452349] (Infinity, Infinity, Infinity) (destroying) Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/misc/item drop/item_drop_backpack.prefab" Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/misc/item drop/item_drop_backpack.prefab" [Admin Radar] Cached 2668/206330 entities in 115.7541289 seconds! [Raidable Bases] Grid initialization completed in 35 seconds and 138 milliseconds on a 4300 size map. 12414 locations ar e on the grid. NullReferenceException: Object reference not set to an instance of an object
-
Everything has been working through out the day fine. I'd say you figured it out. Thank you
-
Tested for a few hours (3 players) and no issues with the code change above I have a few more testers this afternoon but it looks good (I tested for 5 minutes).
-
I applied the code change above and will test today.
-
2.1.6 seems to work for me as well.
-
Im having the same. See my post below yours.
-
Started with version: 2.1.7-2.1.9 (somewhere with these).
-
We have noticed a "stutter" on our servers when Raid Bases is on. This only started with the 2.1.8 when I pushed it. I tested on 2 servers (different server boxes) over the last 2 days and it goes away when we remove the plugin. It seems every minute the player rubberbands anywhere on the map a few times. I've confirmed it's not the server and it works when RB is pulled. Everything has been working for 7-8 months so we know how to use it. This is new with the Rust patch/plugin updates. Thanks
-
Would it be possible to add "Items received per case:" and allow 1-xx items to be won per case? IE: 3 guns from gun case (random) instead of 1, etc. Thanks
-
Sorry i posted in the Discussions. You can delete. Mine's working as well with CP update.
-
Hey N....Looks like the Copy/Paste plugin updated and I'm getting this with RB: Failed to call hook 'TryPasteFromVector3' on plugin 'CopyPaste v4.1.29' (NullReferenceException: Object reference not se t to an instance of an object) at Oxide.Plugins.CopyPaste.Paste (System.Collections.Generic.ICollection`1[T] entities, System.Collections.Generic.Dic tionary`2[TKey,TValue] protocol, System.Boolean ownership, UnityEngine.Vector3 startPos, Oxide.Core.Libraries.Covalence. IPlayer player, System.Boolean stability, System.Single rotationCorrection, System.Single heightAdj, System.Boolean auth , System.Action callback, System.String filename) [0x00042] in <106d7a41a6c14ac78ff539e3a5d373ef>:0 at Oxide.Plugins.CopyPaste.TryPaste (UnityEngine.Vector3 startPos, System.String filename, Oxide.Core.Libraries.Covale nce.IPlayer player, System.Single rotationCorrection, System.String[] args, System.Boolean autoHeight, System.Action cal lback) [0x005c5] in <106d7a41a6c14ac78ff539e3a5d373ef>:0 at Oxide.Plugins.CopyPaste.TryPasteFromVector3 (UnityEngine.Vector3 pos, System.Single rotationCorrection, System.Stri ng filename, System.String[] args, System.Action callback) [0x00000] in <106d7a41a6c14ac78ff539e3a5d373ef>:0 at Oxide.Plugins.CopyPaste.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0045d] in <106d7a41a6c14ac78ff539e3a5d373ef>: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 <9882f28dc2204b4dba5 14a9ad18f5042>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <9882f28dc2204b4dba514a9 ad18f5042>:0
-
- 655 comments
-
- #shop
- #shop ui
-
(and 25 more)
Tagged with:
- #shop
- #shop ui
- #store
- #market
- #server rewards
- #gui shop
- #custom items
- #rust shop
- #mevent
- #market system
- #marketplace
- #buy
- #sell
- #in game
- #economics
- #humannpc
- #market and magazine
- #gui
- #money exchange
- #rust shop plugin
- #shop system
- #best shop
- #best rust shop
- #shop items
- #shop mevent
- #shop in menu
- #shop gui
-
I redid everything from scratch and found the kit issue (its on my end...it had a bad name in the item). So this works good. Thx I tested turning this back on: "Scientist": { "enabled": true, "Kits": [ "npcscientist1" in NPCKits and it spawns all NPCs in bank heist as those. With or without the new option flagged. When i put NPCKits on false for it...they all spawn proper...
-
"BankGuards": { "easy1": { "Display name": "easy1", "Enable npc kit":true, "Enable kit":true, "Kit name": "npcbanke1", "npc health": 100.0, "npc move":true, "npc roam radius": 10.0, "npc look radius": 8.0, Ok i have recreated them. But still not working. I notice the 2 Enable Kits so wasn't sure how to figure that out. Thanks. Spawning default scientists
-
Ok distance and look work. Thx! NPCs still not changing (using NPCKit NPC only)....and when i turn off the NPCKits it only uses 1 kit and not the others.... "BankGuards": { "easy1": { "Display name": "Bank Guard", "Enable kit": true, "Kit name": "npcbanke2", "npc health": 100.0, "npc move": true, "npc roam radius": 10.0, "npc look radius": 5.0, "npc position": { "x": 1123.13672, "y": 3.55312681, "z": -930.7909 }, "npc rotation": { "x": -2.54444377E-14, "y": 131.2875, "z": 1.00375235E-06 } }, "easy2": { "Display name": "Bank Guard", "Enable kit": true, "Kit name": "npcbanke1", "npc health": 100.0, "npc move": true, "npc roam radius": 10.0, "npc look radius": 5.0, "npc position": { "x": 1131.52686, "y": 3.55512333, "z": -937.9013 }, "npc rotation": { "x": 0.0, "y": 129.375046, "z": 1.26314308E-06 }