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Everything posted by energi_505
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- 238 comments
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- 2
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- 238 comments
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hello.after the update, it gives an error. Failed to call hook 'OnEntityTakeDamage' on plugin 'BradleyGuards v1.4.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.BradleyGuards.OnEntityTakeDamage (BradleyAPC entity, HitInfo info) [0x0001f] in <c093f332796d421393e4f3a1af758bf1>:0 at Oxide.Plugins.BradleyGuards.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0048f] in <c093f332796d421393e4f3a1af758bf1>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <e23ba2c0f246426296d81c842cbda3af>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <46ff2b534abb4b35952608167523b7ec>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <46ff2b534abb4b35952608167523b7ec>:0
- 238 comments
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hello.the event does not work writes such an error at startup Failed to call hook 'ChatStartEvent' on plugin 'HarborEvent v1.1.6' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.HarborEvent.CanSendDiscordMessage () [0x00000] in <e2d924fe6b6048fcafdbcac1f2727e7e>:0 at Oxide.Plugins.HarborEvent.AlertToAllPlayers (System.String langKey, System.Object[] args) [0x00000] in <e2d924fe6b6048fcafdbcac1f2727e7e>:0 at Oxide.Plugins.HarborEvent.Start () [0x0004f] in <e2d924fe6b6048fcafdbcac1f2727e7e>:0 at Oxide.Plugins.HarborEvent.ChatStartEvent (BasePlayer player) [0x00016] in <e2d924fe6b6048fcafdbcac1f2727e7e>:0 at Oxide.Plugins.HarborEvent.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00f6e] in <e2d924fe6b6048fcafdbcac1f2727e7e>: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
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- 238 comments
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there is such a problem.I have an improvement to level 10.When the player gets to 7 and leaves to work when the quarry is full and the player comes in and empties it completely and starts a new one, the quarry stops pumping the previous resources.only the stone shakes, but when you put 1 unit of what he was pumping, he starts pumping them.The other player did not have it reduced to 7, but it also happens.Exactly when does the quarry overflow?
- 196 comments
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- #rust plugin
- #custom rust plugin
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- 579 comments
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- 2
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- #rust
- #rust plugin
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Just a tip.Configure the height for each type of bases.By the spawn test method.The only thing is that they will be slightly raised and it will not be difficult for the player to climb up the stairs there.And you will no longer have this question for always.It helped me.Sat testil and picked up the optimized height for the bases.
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- 196 comments
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- #rust plugin
- #custom rust plugin
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(and 2 more)
Tagged with:
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- 579 comments
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- 1
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- #rust
- #rust plugin
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hello I'm on the same question, it worked, but it turns out that the player has 150 on the balance, turning into a raid base costs 300, he prescribes a team and writes to him in the chat that he does not have enough balance to turn into a raid base and in a second there is a transformation of his base into a raid, in the chat he writes that he paid for the transformation, but on the balance since it was 150 and he only has permission for the team / sar the player only has this abandoned bases. convert
- 579 comments
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- #rust
- #rust plugin
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- 31 comments
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- 579 comments
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- #rust
- #rust plugin
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- 579 comments
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- #rust
- #rust plugin
- (and 6 more)
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- 579 comments
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- #rust
- #rust plugin
- (and 6 more)
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- 579 comments
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- #rust
- #rust plugin
- (and 6 more)
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- 31 comments
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- 31 comments
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Raidable Bases (Tier 3 Package) - Plugin sold separately. Bundle available.
energi_505 commented on nivex's file in Bases
hello there . please tell me this is a bug, or is it regulated in the setting, the player raids the base he has a broken weapon he runs away behind the dome repairs it shoots everything is normal, as soon as he goes back into the dome and shoots again the strength of the weapon returns to the broken one as if he did not fix it?