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Everything posted by Stark
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Hello, I'm getting reports from players that the Durability Loss isn't working correctly and their weapons are still losing durability.
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For some reason I get this error message even though I'm downloading a fresh file each time. Not sure why. [Ferry Terminal Event] Your configuration is an older version than the actual plugin, please update the config accordignly. You might experience issues in the plugin otherwise [Ferry Terminal Event] Expected Version 1.0.0 [Ferry Terminal Event] Newest Version 1.1.0
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- 1,362 comments
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- #leveling
- #progression
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Question @imthenewguy is this caused by the new Skill Tree for work benches? [Skill Tree] Spawned: workbench1.deployed [Skill Tree] Spawned: workbench2.deployed [Skill Tree] Spawned: workbench3.deployed Because I thought these were an error originally I found them under the map -- however - in alot of cases these things stacked up causes some serious lag.
- 1,362 comments
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- #leveling
- #progression
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- 31 comments
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- #ferry terminal
- #pvp/pve
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- 31 comments
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- #ferry terminal
- #pvp/pve
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Question @nivex I have a player that's constantly being disconnected due to this error. It's just him he doesn't say anything about it. When I bring it up he claims all he's doing is walking through a door. TBH I don't believe him. Like clock work he does the same thing every time. Buys a Hazmat suit -- goes back to the raid base gets disconnected. Buys a hazmat suit goes back gets disconnected. Any idea of what this error code/message means? Exception (cs:95822): NullReferenceException: Object reference not set to an instance of an object. BaseViewModel.HideSightMeshes (System.Boolean bHide) (at <00000000000000000000000000000000>:0) ViewmodelAttachment.CreateAttachment () (at <00000000000000000000000000000000>:0) BaseEntity.UpdateDisableState () (at <00000000000000000000000000000000>:0) BaseEntity.UpdateDisableState () (at <00000000000000000000000000000000>:0) HeldEntity.OnDeploy () (at <00000000000000000000000000000000>:0) BaseProjectile.OnDeploy () (at <00000000000000000000000000000000>:0) BasePlayer.HeldEntityStart () (at <00000000000000000000000000000000>:0) PlayerBelt.ChangeSelect (System.Int32 iSlot, System.Boolean allowRunAction) (at <00000000000000000000000000000000>:0) PlayerBelt.DoNextItemDirection (InputState state, System.Int32 direction) (at <00000000000000000000000000000000>:0) PlayerBelt.ClientInput (InputState state) (at <00000000000000000000000000000000>:0) BasePlayer.ClientInput (InputState state) (at <00000000000000000000000000000000>:0) BasePlayer.ClientUpdateLocalPlayer () (at <00000000000000000000000000000000>:0) BasePlayer.ClientCycle (System.Single deltaTime) (at <00000000000000000000000000000000>:0) Client.Update () (at <00000000000000000000000000000000>:0) BaseEntity:UpdateDisableState() BaseEntity:UpdateDisableState() HeldEntity:OnDeploy() BaseProjectile:OnDeploy() BasePlayer:HeldEntityStart() PlayerBelt:ChangeSelect(Int32, Boolean) PlayerBelt:DoNextItemDirection(InputState, Int32) PlayerBelt:ClientInput(InputState) BasePlayer:ClientInput(InputState) BasePlayer:ClientUpdateLocalPlayer() BasePlayer:ClientCycle(Single) Client:Update()
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- 61 comments
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There's a flaw with this when using it with TruePVE - players remove auth on TC rendering it completely useless as other players aren't able to damage bases - then they gain TC auth causing the timer to restart. Player can simply remove auth on TC and render this completely useless.
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- 61 comments
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- 39 comments
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- 61 comments
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- 61 comments
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Very knowledgeable and responsive developers that you don't really get from anyone or anywhere else. Quickly becoming my go-to for all my map and prefab needs. Highly recommended.
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- 5 comments
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