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Everything posted by Stark
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If normal key cards cannot be used at these crates, yet these keycards look identical to the normal ones how are we supposed to be able to tell the difference? Also, is there a way to change the color/customize the keycards? Having this a little more customizable and having the option to replace the normal spawned crates like Chinook and Oil Rig would move this past the 9.99 mark and up to 19.99. (At least for me). As long as I can customize the color of the keycards, I'll get this.
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- 93 comments
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- #recycler
- #monetization
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- 424 comments
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- #helicopter
- #helicopters
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- 34 comments
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- #4k
- #custom map
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(and 3 more)
Tagged with:
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- 424 comments
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- #helicopter
- #helicopters
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- 424 comments
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- #helicopter
- #helicopters
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- 34 comments
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- #4k
- #custom map
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(and 3 more)
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- 1,573 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.
- 1,573 comments
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- #leveling
- #progression
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- 37 comments
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- #ferry terminal
- #pvp/pve
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- 37 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