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Everything posted by ChaoticStryfe
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Error while compiling PlayerPoop: 'BasePlayer' does not contain a definition for 'MountObject' and no accessible extension method 'MountObject' accepting a first argument of type 'BasePlayer' could be found (are you missing a using directive or an assembly reference?) | Line: 77, Pos: 28
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when i added a bradley custom path and then reloaded the bradley plugin i got that message for bradley tiers
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Failed to run a 0.50 timer in 'BradleyTiers v1.3.0' (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.BradleyTiers+<>c__DisplayClass58_0.<OnBradleyApcInitialize>b__0 () [0x00729] in <6db7d46175184e0ca7d04d0922f5ea3f>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <beb2b64691c64e2b95b99491bd85442c>:0
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any way to add an auto spawn for outpost like bandit camp was done? not all maps have bandit camp. i run more than one server so it would be time consuming to do it manually. thanks
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| Failed to run a 2.00 timer in 'NpcMovingControl v1.0.3' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.NpcMovingControl.TryModifyNpc (ScientistNPC scientistNPC) [0x00091] in <07b2747e104e48a6994c279186f5fd11>:0 at Oxide.Plugins.NpcMovingControl+<>c__DisplayClass14_0.<UpdateNpc>b__0 () [0x00000] in <07b2747e104e48a6994c279186f5fd11>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <beb2b64691c64e2b95b99491bd85442c>:0
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hi, can you make the plugin recognize the plugin abandoned bases. what is happening is a pve player has to switch to pvp, but when they return it then also has the pvp player unable to attack if the builder was pve builder it's basically just not allowing any flag to attack the abandoned base the abandoned bases should be raidable by anyone pve or pvp
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The Warmode plugin for Rust is an innovative addition to the game that adds a dynamic layer to player interactions by allowing flags to change status between PvP (Player vs. Player) and PvE (Player vs. Environment). This flexibility can significantly enhance the gameplay experience, catering to different playstyles and preferences within a single server. A great plugin and glad I purchased!
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we were testing the plugin, had the players kill each other, the body dead backback - i left a message on discord as well if you want faster replies.
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not allowing the looting of corpses, also pve players are getting no damage by npc such as botrespawn - would like this to happen also a player was able to kill a bandit npc while in pve mode, but the bandit could not - as well, outpost npc doesn't register damage to the player but is able to kill
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unable to loot pvp players as a pvp player. thanks - love the plugin
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thanks for the fast help....everything is great, i'll leave a review soon. you can close this
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ok that works, thank you for the help. i hope you do well! is there a limit to how replies can be in one action?
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ok so one action with multi replies, correct? which will do one reply at a time or will it list all the replies with one action? i'm basically trying to do it like how announcer does it
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hi, the plugin is great! wondering if there is a way to not have timer messages all go off at once, for example action 1 - 3 minutes action 2 - 3 minutes they both go at the same time, i would rather them go after being created, 3 minutes later... much how announcer does.: like a cycle.....
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zombie hordes from chaoscode, also just got Failed to run a 10.00 timer in 'InjuriesAndDiseases v1.3.1' (NullReferenceException: ) at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component) at Oxide.Plugins.InjuriesAndDiseases+<>c__DisplayClass65_0.<OnPlayerCorpseSpawned>b__0 () [0x0003a] in <0ad66cb76db849309e1f479cdf5f207d>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <beb2b64691c64e2b95b99491bd85442c>:0
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even with percentage set at 0, clans are going over the limit
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thank you
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my players keep getting this message. the data file was deleted, and the config option set to false and it still happens after the forced wipe
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Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.InjuriesAndDiseases.IsInflictionEntity (Oxide.Plugins.InjuriesAndDiseases+StatusCondition condition, BaseEntity entity) [0x00054] in <ac8cb17dc77f494aa0d0006baf84616d>:0 at Oxide.Plugins.InjuriesAndDiseases+<>c__DisplayClass50_0.<InflictByEntity>b__0 (Oxide.Plugins.InjuriesAndDiseases+StatusCondition x) [0x00018] in <ac8cb17dc77f494aa0d0006baf84616d>:0 at System.Linq.Enumerable+WhereListIterator`1[TSource].MoveNext () [0x00037] in <77c7c3cb49744ec6a3f31b19ec81dcc4>:0 at Oxide.Plugins.InjuriesAndDiseases.InflictByEntity (BasePlayer basePlayer, BaseEntity entity, System.Boolean isMelee) [0x000c1] in <ac8cb17dc77f494aa0d0006baf84616d>:0 at Oxide.Plugins.InjuriesAndDiseases+<>c__DisplayClass70_0.<OnEntityTakeDamage>b__0 () [0x00395] in <ac8cb17dc77f494aa0d0006baf84616d>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <beb2b64691c64e2b95b99491bd85442c>:0
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still getting this error.................
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thanks, i was missing the last one, i just assumed that the .all perm would have covered that. thank you for the response
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hi, just got skill tree and have given the perms in rcon but when i try to open it says you do not have permission
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2x2 instead of 1x1 as starting foundation?
ChaoticStryfe replied to Covfefe's Support Request in Support
I could use this option as well