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Everything posted by Hakkai
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- 10 comments
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- #gruber
- #mad mappers
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(and 8 more)
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wev had this map the past month on our server and it was a very nice experience. here is some of the issues (nothing big) however: 50% of the players, me uincluded got a lot of red text spamming, 5 times this message (its not a huge issue but wev had wories if thers something wrong with the map or the server): This Mesh Collider is attached to GameObject at path 'assets/prefabs/misc/halloween/cursed_cauldron/cursed_cauldron.prefab/cursed_cauldron' with Mesh 'cursed_cauldron_LOD2' in Scene 'Client Entities' but doesn't have Read/Write enabled. Only colliders that have default cooking options, are not scaled non-uniformly, and their meshes are not marked dirty can leave this disabled. btw the prefabcount is below 16k which is good as we prefer maps with lower count for performance.
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- 2 comments
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- #raidbases
- #raid base
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(and 3 more)
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Hi, i noticed when logging in, the first tab is always shown even if its "disabled". can you perhaps default to the one in the list that is first "enabled"? We use the first tab for events like on christmas, but we want to disable it in januar. But all players seem to still be greeted with that tab even if its disabled. also the tabs should not be spaced out if they are disabled. atm. thers a gap on disabled tabs, which doesnt look that nice.
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thank you.
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thanks, iv tried that, but no change. youv ment that i just replace the both strings in the rbe-mod cs file, right? iv got a semitransparent black box with the cooldown when leaving an rbe, thats the only change.
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Hello nivex, we did some testing today on our server that has truepve and uses the flag SamSitesIgnorePlayers, which makes samsites around the map ignore players. we do not was players to place samsites that shoot down others, but we want that for rbes. Is there a setting in the config that reinables the samsites to shoot at everything for the rbe-mod? Currently it does not. Thank you.
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Im having the despawn-issue of left-over bases as well, there are no errors: 18:44 [Info] You've successfully pasted the structure 18:44 [Info] [Raidable Bases] hak15Hard @ I1 : 170 items 18:44 [Info] [Raidable Bases] Next automated raid in 00h 12m 08s at 08/15/2022 18:57:04 .... 19:35 [Info] [Raidable Bases] The hard base at I1 has been raided by Bredared, B747400! That base was perhaps because the base was overdue timewise? checked again, that wasnt the reason, its the following most likly:
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LoadPrefab - should start with assets/ - (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) ArgumentException: Invalid path at System.IO.Path.GetDirectoryName (System.String path) [0x0000d] in <fb001e01371b4adca20013e0ac763896>:0 at Prefab..ctor (System.String name, UnityEngine.GameObject prefab, GameManager manager, PrefabAttribute+Library attribute) [0x00019] in <f7d36f513db34843a3b3c9ed539da448>:0 at Prefab.Load (System.UInt32 id, GameManager manager, PrefabAttribute+Library attribute) [0x00023] in <f7d36f513db34843a3b3c9ed539da448>:0 at World.Spawn (ProtoBuf.PrefabData prefab) [0x00000] in <f7d36f513db34843a3b3c9ed539da448>:0 at World+<Spawn>d__85.MoveNext () [0x000f4] in <f7d36f513db34843a3b3c9ed539da448>:0 at WorldSetup+<InitCoroutine>d__15.MoveNext () [0x00655] in <f7d36f513db34843a3b3c9ed539da448>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <0b31faaf1c50461d95c83ac166a20393>:0 (Filename: <fb001e01371b4adca20013e0ac763896> Line: 0) Is anyone else getting this??
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i downgraded the mod one version - the error still came. i updated to latest version - the error was gone. So perhaps it was some kind of config-transformation issue? If the error comes back i will look into it again, so far i couldnt make much sense of the error.
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(00:13:46) | CustomLoot was compiled successfully in 2043ms (00:13:46) | Unloaded plugin CustomLoot v1.1.9 by Steenamaroo (00:13:48) | Calling 'OnServerInitialized' on 'CustomLoot v1.1.9' took 1184ms (00:13:48) | Loaded plugin CustomLoot v1.1.9 by Steenamaroo (00:13:51) | [CustomLoot] Finished populating all containers. (00:13:57) | Calling 'OnLootSpawn' on 'CustomLoot v1.1.9' took average 1184ms everthing seems fine
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i just had this recently. seems to be still around: (11:13:56) | Failed to run a 0.30 timer in 'CustomLoot v1.1.9' (KeyNotFoundException: The given key was not present in the dictionary.) at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <fb001e01371b4adca20013e0ac763896>:0 at Oxide.Plugins.CustomLoot.GetItem (Oxide.Plugins.CustomLoot+Settings settings, System.String category, System.Int32 BPs, System.String perma) [0x00088] in <779402f0d3fa4eff95fb5fe3d57055e0>:0 at Oxide.Plugins.CustomLoot.MakeLoot (System.String config) [0x00250] in <779402f0d3fa4eff95fb5fe3d57055e0>:0 at Oxide.Plugins.CustomLoot+<OnEntitySpawned>c__AnonStorey4.<>m__0 () [0x000e1] in <779402f0d3fa4eff95fb5fe3d57055e0>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <46ff2b534abb4b35952608167523b7ec>:0
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NullReferenceException: Object reference not set to an instance of an object at ResourceDepositManager.GetOrCreate (UnityEngine.Vector3 pos) [0x00005] in <5e447a4bb1cb4b62bf6830ead66f8053>:0 at MiningQuarry.ServerInit () [0x00021] in <5e447a4bb1cb4b62bf6830ead66f8053>:0 at BaseNetworkable.Spawn () [0x00035] in <5e447a4bb1cb4b62bf6830ead66f8053>:0 at BaseEntity.Spawn () [0x00000] in <5e447a4bb1cb4b62bf6830ead66f8053>:0 at BaseEntity.SpawnAsMapEntity () [0x00096] in <5e447a4bb1cb4b62bf6830ead66f8053>:0 at ServerMgr.SpawnMapEntities () [0x00015] in <5e447a4bb1cb4b62bf6830ead66f8053>:0 at ServerMgr.Initialize (System.Boolean loadSave, System.String saveFile, System.Boolean allowOutOfDateSaves, System.Boolean skipInitialSpawn) [0x0002c] in <5e447a4bb1cb4b62bf6830ead66f8053>:0 at Bootstrap+<StartServer>d__19.MoveNext () [0x002fb] in <5e447a4bb1cb4b62bf6830ead66f8053>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <ba657ba1ce6746c39d9263534c2395e1>:0
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- 34 comments
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- #4k
- #custom map
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(and 3 more)
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oh, thanks.
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I was looking for a font that has horizontal same letter spacing, so i tried the mono-style. pages with that style are completly empty. The info says that font is supported, but is not.
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oh i see. ty
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ah, didnt know you had seen the previous post. Anyhow this issue here goes like this: i change bothealth for 'mining outpost 0' to 120 (before it was something different) then i add a custom spawn for the profile 'mining outpost 0', then i go to the files "default-SpawnsData.json" and for that spawn the health-setting is not the same as i before set for that monument. I just thought that should be the case, if not, maybe an idea for a change.
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Custom Data overwrites default Data. For example: 1. change default profile bothealt to 120 2. add a custom spawn for this profile from 1 3. the bothealth will not be 120, most likly 200
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Version 2.116
4 downloads
Mapsize: 1K Objectcount: 2700 Fully handdrawn Terrain custom monuments ( full key card progression ) + Bradley around the hidden research facility Monuments Custom Satellite Dish (Get Bluecard) (Vendor for Ressources) Staumauer (Get Redcard) Hidden Research Facility (Use All Cards) Stables Cave (x7) Vanilla Dome Oxums Gas Station Lighthous Fishing Village Bandit Camp Abandoned Supermarket Oil Rig Large Oil Rig Subway Semicustom Underwater Lab (x4) Mlrs (x2) Requires: 'Oxide.Ext.RustEdit.dll' - https://github.com/k1lly0u/Oxide.Ext.RustEdit$9.95- 8 comments
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- 1
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- #custom map
- #custom monuments
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(and 3 more)
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- 222 comments
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- 3
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