aimacak
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Everything posted by aimacak
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@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
- 72 comments
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- #rust
- #rust plugin
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- 161 comments
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- #arena
- #tournament
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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
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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..
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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.
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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.
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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.
