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aimacak

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Everything posted by aimacak

  1. aimacak

    Chest Stacks

    @supreme hi, can be conflict with StackSizeController after update? i seen same troubles on umod.. thanks NullReferenceException: Object reference not set to an instance of an object at Item.OnChanged () [0x00000] in <eb8c31862f774cd59237627c2e18e4ff>:0 at Item.MarkDirty () [0x00000] in <eb8c31862f774cd59237627c2e18e4ff>:0 at Item.SetParent (ItemContainer target) [0x0005c] in <eb8c31862f774cd59237627c2e18e4ff>:0 at Item.MoveToContainer (ItemContainer newcontainer, System.Int32 iTargetPos, System.Boolean allowStack, System.Boolean ignoreStackLimit, BasePlayer sourcePlayer, System.Boolean allowSwap) [0x00571] in <eb8c31862f774cd59237627c2e18e4ff>:0 at PlayerInventory.GiveItem (Item item, ItemMoveModifier modifiers, ItemContainer container) [0x0004a] in <eb8c31862f774cd59237627c2e18e4ff>:0 at PlayerInventory.MoveItem (BaseEntity+RPCMessage msg) [0x0027f] in <eb8c31862f774cd59237627c2e18e4ff>:0 at PlayerInventory.OnRpcMessage (BasePlayer player, System.UInt32 rpc, Network.Message msg) [0x001e2] in <eb8c31862f774cd59237627c2e18e4ff>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) PlayerInventory:OnRpcMessage(BasePlayer, UInt32, Message) BaseEntity:SV_RPCMessage(UInt32, Message) ServerMgr:OnRPCMessage(Message) ServerMgr:OnNetworkMessage(Message) Facepunch.Network.Raknet.Server:ProcessRead(NetRead) Network.BaseNetwork:Cycle() ServerMgr:Update() IP/STEAMID/IGROK kicked: RPC Error in MoveItem
  2. aimacak

    Arena Tournament

    Change the CopyPaste file, add cupboards with resources
  3. aimacak

    Convoy

    Can you publish the transport preset and all presets used in it for example?
  4. aimacak

    Convoy

    Apparently I wasn't convincing enough to create a default config and customize it, okay If I understood correctly, now the NPCs need places to mount, so in the case of Vendor and Bradley, you can either place the NPCs directly on the transport, as it is done by default in Bradley, or add them inside the texture of the transport, which is also presented in the standard config
  5. aimacak

    Convoy

    I'm the one who makes the event work correctly You can make it In config: "Type of routes (0 - standard (fast generation), 1 - experimental (multiple roads are used), 2 - custom)" Do you want the convoy to be stopped by any object on the road? are you sure about this? I don’t really understand about the traders..
  6. aimacak

    Armored Train

    Thanks for the answer, i.e. the train kills standard NPCs, apparently an author is needed here
  7. aimacak

    Convoy

    You provide very little information, your transport is scattered, mine is not, any ideas? I wrote options on how you can speed up the process of finding the reason for the unwanted behavior of an event, have you done anything from what I wrote?
  8. aimacak

    Armored Train

    What value of this option in config of NpcSpawn? "Can NpcSpawn NPCs attack other NPCs? [true/false]"
  9. aimacak

    Convoy

    I don't have one, use the advice above.
  10. aimacak

    Convoy

    In such cases, I first check completely on the standard config, then turn off the server, ideally another, local one, for example, remove all plugins from it and load only with the minimum set of plugins that is required for the plugin to work with any error..
  11. aimacak

    Convoy

    Did you update from your previous config or set up the default config again? If you updated from the old one, then try the standard one, if on the standard one there are problems, then you most likely have a conflict with some plugin, because everything is fine for me, the stop time is 300
  12. aimacak

    Raidable Bases

    Sorry, I got distracted..
  13. aimacak

    Raidable Bases

    ill check it now..
  14. aimacak

    Raidable Bases

    "Loot Amount Multiplier": 1.0, "Loot Amount Multiplier (raidablebases.buyable.vip.pve)": 1.0, "Loot Amount Multiplier (raidablebases.buyable.vip.pvp)": 1.0, For see changes u must change multiplier in profiles, i think.
  15. aimacak

    Convoy

    If the player can become the owner, then he will become the owner, the Convoy will stop and be aggressive until it starts moving (what will happen if the aggro duration parameter you asked about is made longer than the Convoy's stop duration parameter - I don't know), If something does not allow the player to become the owner (for example, locks in the presence of CoolDown, which Adem added in one of the last updates before Convoy Reforged), then Convoy will continue to move and will be aggressive during this time. If I'm wrong somewhere, I apologize in advance.
  16. aimacak

    Convoy

    After the 2.5.7 update, this is another stunning plugin from Adem, with amazing customization width to suit all tastes, not easy, but well worth it. I recommend it
  17. aimacak

    Convoy

    I didn’t have this, rather the opposite, I would complain that they strangely attack when they should) So far, my tests show that something is not working correctly with the vendors’ turrets. Look at the behavior of not only vendor turrets, but the entire event.
  18. aimacak

    Convoy

    "The time for which the convoy becomes aggressive after it has been attacked (-1 - is always aggressive)"
  19. aimacak

    Simple Status

    after 1.2.7 same trouble ADDED: Oh, it's again because of God Mode + Vanish, so sorry
  20. aimacak

    Homing Targets

    There are 2 types of Chinook, just a transport ( assets/prefabs/npc/ch47/ch47.entity.prefab ) and a Chinook, in which, upon spawning, there is an NPC that immediately begins to move along the route ( assets/prefabs/npc/ch47/ch47scientists.entity .prefab). I’m not 100% sure, but in my opinion the Chinook didn’t cause that much damage to players before, which made me want to shoot at it with the Homing Missile Launcher.
  21. aimacak

    Homing Targets

    Can you add ch47 support, please? [HomingTargets] Entity Already Can Be Homing Targeted: assets/prefabs/npc/ch47/ch47.entity.prefab [HomingTargets] Entity Already Can Be Homing Targeted: assets/prefabs/npc/ch47/ch47scientists.entity.prefab
  22. aimacak

    Armored Train

    Stop freaking out, the event works great without it, each plugin is responsible for its own functions, if you want to use a large number of functions, then you need PveMode, if you don’t want it, you don’t have to buy it. TruePVE support is made as an analogue, but you have to deal with it yourself.
  23. aimacak

    Armored Train

    I can’t give comprehensive comments about TruePVE in such events, but PveMode, in my opinion, is necessary; at a minimum, it is responsible for almost all the settings in the config that you attached above.
  24. aimacak

    Armored Train

    I personally still don’t understand whether you have this plugin or not. https://codefling.com/extensions/pvemode
  25. aimacak

    Homing Targets

    @Razor What is mean?
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