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Everything posted by MrLiquid
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I have downloaded the latest version and again supplied multiple pictures and co-ordinates of tracks problems, I no long have the patience to deal with this amateur work and wish a refund please so I can continue to find a working map. The version you saw me editing was me trying to fix your rail problems, I then loaded your new map version and sent you a series of pictures showing you what is still broken. Never mind, lesson learned.. not to buy your work Thank you
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I have downloaded the latest version and again supplied multiple pictures and co-ordinates of tracks problems, I no long have the patience to deal with this armature work and wish a refund please so I can continue to find a working map. Thank you
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Sorry you are correct, I paid $22.95... money wasted on something that I don't consider good enough to use. Fully functional? hardly!?.. I have provided numerous pictures of tracks that don't allow a train to ride/pass or maneuver. I am sorry you think this map is worth anything, the train network is appalling to say the least and if I was the creator I would have put more time into the details. Can you please provide a refund?
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While I appreciate you learning tracks, to charge me $27 for this map... that is what I would expect to pay for a premium map. I don't think the map you are offering is worth $27 with the current track / train network. If you want to learn tracks and trains.. I would suggest you do it on your own time and money, I bought this map with high expectations but to only be disappointed. Can you please refund me?
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I'm not sure if you checked the entire rail network however I am, and here is what I have found. I have left your map running on my test server should you like to see for yourself 193.57.8.57:29015 The train network feel more like a rollercoaster, I don't think I found 1 straight piece of track on the map. The train went forward over this but refuses to go backwards, I'm guessing because the track is not connected. (1009.43 17.76 1064.16) The tracks are extremely wonky, I will try to show you various points.. STILL CANT TURN - TRACK BELOW YOU CAN NOT TURN RIGHT AT THIS INTERSECTION (-48.67 7.31 -1013.91) (-638.85 40.48 37.62) BELOW PIC
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When train CAB facing the way shown in pic below, train will not go past that point shown, if train (cab) facing other direction then train will go through intersection at end of station. (572.57 22.09 -342.55)
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I'm not sure if you checked the entire rail network however I am, and here is what I have found. I have left your map running on my test server should you like to see for yourself 193.57.8.57:29015 The train network feel more like a rollercoaster, I don't think I found 1 straight piece of track on the map. The train went forward over this but refuses to go backwards, I'm guessing because the track is not connected. (1009.43 17.76 1064.16) The tracks are extremely wonky, I will try to show you various points.. STILL CANT TURN - TRACK BELOW YOU CAN NOT TURN RIGHT AT THIS INTERSECTION (-48.67 7.31 -1013.91) (-638.85 40.48 37.62) BELOW PIC
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Like with global entity count, can we please show counts on group entitles on per building as well as global please?
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Failed to call hook 'CanHackCrate' on plugin 'MonumentOwner v1.4.1' (ArgumentException: Value does not fall within the expected range.) at Oxide.Plugins.MonumentOwner.CanPlayerBecomeOwnerImmediately (Oxide.Plugins.MonumentOwner+ControllerMonument zone, BasePlayer player) [0x0015e] in <90a7f6e4bf1a4726a1f84e75acfe716a>:0 at Oxide.Plugins.MonumentOwner.CanHackCrate (BasePlayer player, HackableLockedCrate crate) [0x000d6] in <90a7f6e4bf1a4726a1f84e75acfe716a>:0 at Oxide.Plugins.MonumentOwner.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x02399] in <90a7f6e4bf1a4726a1f84e75acfe716a>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <87ce9ac9776a48658bc55eae6debe38b>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <18d4f19bbc844191b11ed9e69284d09b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <18d4f19bbc844191b11ed9e69284d09b>:0
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- 5 comments
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- 1
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- #raidable bases
- #raid bases
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many thanks, so as it stands.. based on your train network, your map is not usable.
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- 5 comments
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- #raidable bases
- #raid bases
- (and 8 more)
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Do you have a map file that is different to mine? Id appreciate a working train network please
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no, Ive not edited it
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I AM HOPING YOU CAN FIX ALL THE TRAIN/TRACK ISSUES BEFORE MY WIPE DAY ON 18TH JAN 2024, IF NOT IM AFFRAID I WILL NEED TO FIND AN ALTERNATIVE MAP. APPRECIATE YOU EFFORTS! KIND REGARDS Main Line is straight ahead, train can not turn right at this intersect - (-619.83 41.86 1195.82) .. Main line at this position is spawning other trains/carriages which should be on track to the right. AT this position ...NOTED ABOVE.. too many trains /carriages spawning at this location POSITION BELOW TRAIN CAN NOT PASS THIS SPOT (74.18 28.4 -1056.89) the train just stops and does not continue down the track TRACK BELOW YOU CAN NOT TURN RIGHT AT THIS INTERSECTION (-48.67 7.31 -1013.91) BELOW CAN ONLY TURN RIGHT, MAIN LINE (STRAIGHT THROUGH) NOT WORKING (-640.59 41.82 60.23) BELOW TRACK INTERSECTION DOES NOT WORK (-547.91 31.79 -270.89)
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The train tracks are too close to the train stations to allow trains to pass through, Check J9 for reference. I plan on using this map next Thursday for wipe, any chance you can check the train tracks and make sure all trains have enough room to pass the stations please?
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The PvE bubble mode is working well however prior to this update AUTH2 Admin could pass through, however this is no longer a feature. any chance you can allow AUTH2 bypass? please
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Can you please add support for Toastify and Notify, I find players are being overwhelmed with regular game chat messages and are missing the Monument Owner Chat warning messages which is creating confusion. Moreso when the event ends and they are forced out and unable to collect their "stuff".. I think a visible UI warning TIMER would be a good idea to give the player time to clear their "stuff" before the event ends and they are kicked from the zone. I think can be a simple solution Kind Regards
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When a player uses their hammer to upgrade.... Calling 'OnHammerHit' on 'BuildTools v1.5.30' took 137ms Calling 'OnHammerHit' on 'BuildTools v1.5.30' took 130ms Calling 'OnHammerHit' on 'BuildTools v1.5.30' took 136ms Calling 'OnHammerHit' on 'BuildTools v1.5.30' took 124ms Calling 'OnHammerHit' on 'BuildTools v1.5.30' took 132ms Calling 'OnHammerHit' on 'BuildTools v1.5.30' took 127ms Calling 'OnHammerHit' on 'BuildTools v1.5.30' took 125ms Calling 'OnHammerHit' on 'BuildTools v1.5.30' took 128ms Calling 'OnHammerHit' on 'BuildTools v1.5.30' took 123ms Calling 'OnHammerHit' on 'BuildTools v1.5.30' took average 919ms Calling 'OnHammerHit' on 'BuildTools v1.5.30' took 121ms Calling 'OnHammerHit' on 'BuildTools v1.5.30' took 125ms Calling 'OnHammerHit' on 'BuildTools v1.5.30' took 128ms Calling 'OnHammerHit' on 'BuildTools v1.5.30' took 126ms Calling 'OnHammerHit' on 'BuildTools v1.5.30' took 118ms Calling 'OnHammerHit' on 'BuildTools v1.5.30' took 120ms Calling 'OnHammerHit' on 'BuildTools v1.5.30' took 141ms Calling 'OnHammerHit' on 'BuildTools v1.5.30' took 115ms Calling 'OnHammerHit' on 'BuildTools v1.5.30' took 125ms Calling 'OnHammerHit' on 'BuildTools v1.5.30' took 119ms Calling 'OnHammerHit' on 'BuildTools v1.5.30' took 119ms Calling 'OnHammerHit' on 'BuildTools v1.5.30' took 117ms
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Failed to call hook 'GuiCommandHandler' on plugin 'Marketplace v1.0.1' (ArgumentOutOfRangeException: Non-negative number required. Parameter name: count) at System.Collections.Generic.List`1[T].GetRange (System.Int32 index, System.Int32 count) [0x0000d] in <2161c9885dd04ff291b79db9349c4b9b>:0 at Oxide.Plugins.Marketplace.PatchOfferResults (BasePlayer player) [0x00279] in <075adc274f7240448cb14606d8308ce6>:0 at Oxide.Plugins.Marketplace.GuiCommandHandler (Oxide.Core.Libraries.Covalence.IPlayer iplayer, System.String command, System.String[] args) [0x00264] in <075adc274f7240448cb14606d8308ce6>:0 at Oxide.Plugins.Marketplace.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x002ff] in <075adc274f7240448cb14606d8308ce6>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <87ce9ac9776a48658bc55eae6debe38b>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <18d4f19bbc844191b11ed9e69284d09b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <18d4f19bbc844191b11ed9e69284d09b>:0 Failed to call hook 'GuiCommandHandler' on plugin 'Marketplace v1.0.1' (ArgumentOutOfRangeException: Non-negative number required. Parameter name: count) at System.Collections.Generic.List`1[T].GetRange (System.Int32 index, System.Int32 count) [0x0000d] in <2161c9885dd04ff291b79db9349c4b9b>:0 at Oxide.Plugins.Marketplace.PatchOfferResults (BasePlayer player) [0x00279] in <075adc274f7240448cb14606d8308ce6>:0 at Oxide.Plugins.Marketplace.GuiCommandHandler (Oxide.Core.Libraries.Covalence.IPlayer iplayer, System.String command, System.String[] args) [0x00264] in <075adc274f7240448cb14606d8308ce6>:0 at Oxide.Plugins.Marketplace.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x002ff] in <075adc274f7240448cb14606d8308ce6>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <87ce9ac9776a48658bc55eae6debe38b>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <18d4f19bbc844191b11ed9e69284d09b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <18d4f19bbc844191b11ed9e69284d09b>:0
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A player shoots a NPC then leaves, so this player becomes event owner.. and the title sticks with the player until either they quit or the event ends... which means no one else can do the event, The setting below is great, can you please also add a timer if event owner leaves event area after X time they lose even owner status and the event becomes open to anyone ? "The time after which the owner of the event will be deleted if he left the server(for PVE mode)": 60,
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Thank you for your awesome plugin! Can you please add a Admin command for mods to see a players cooldowns ? Something like this? >> /mocd STEAMID / PLAYERNAME ? - Allows Mods/Admin to check players cooldowns <<<
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yes, just on server start
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Failed to call hook 'OnServerInitialized' on plugin 'AirfieldEvent v1.3.3' (NullReferenceException: ) at (wrapper managed-to-native) UnityEngine.GameObject.get_transform(UnityEngine.GameObject) at Oxide.Plugins.AirfieldEvent.OnServerInitialized () [0x00316] in <0a17f0c42c654639935427aa3007cc95>:0 at Oxide.Plugins.AirfieldEvent.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00100] in <0a17f0c42c654639935427aa3007cc95>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <87ce9ac9776a48658bc55eae6debe38b>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <18d4f19bbc844191b11ed9e69284d09b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <18d4f19bbc844191b11ed9e69284d09b>:0