CsaszyKJ
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Everything posted by CsaszyKJ
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Also, few places the road side NPC's are spawning 8-10 of them at the same place. Also, it's spamming the console with the same error message as in displayed on the left. Thanks for command. If the map get's an update, can I expect again the puzzle door's not gonna work again? Thanks
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It stays there after 10 minutes.
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Hi, Just updated our server, and after loading - see the attachments - full of red messages on the left side on 2 computers. Thanks
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- 5 comments
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- #admin
- #protection
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Hi guys, I'm having a hard time to config. Basicly I'd like to add a simple resource reward for player if they vote to my server. Server Key & API setup is done. "Reward Commands Help": "use {steamid} to add user steam id\nExamples:\nsr add {steamid} 10 - to add ServerRewards points\ndeposit {steamid} 10 - to add Economics points\n", "Reward Commands": [ { "claim": "example {steamid} 1d", "Description": "example Description (will appear on Message)", "Type": "example type of Reward (Kit, Permission etc.)" }, { "Command": "example {steamid} 1d", "Description": "example Description (will appear on Message)", "Type": "example type of Reward (Kit, Permission etc.)" }, { "Command": "example {steamid} 1d", "Description": "example Description (will appear on Message)", "Type": "example type of Reward (Kit, Permission etc.)" } In these above, what do I need to change to give the players the simple resource reward ? Once I voted on the website, in game after typing in the /claim, just showing these lines which above, but the resurce reward is not given. TIA
- 23 comments
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RustEdit.dll is installed on our server.
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Hi mate, Thanks for the quick fix! One more "bug" left only what one of our players discovered at the Water Threatment Plant. The Puzzle Door with Blue KeyCard - where we need to place a Fuse to open the Blue Keycard Door. It's not opening fron inside at all. About RustEdit.dll - it's a Rented Server, and we do not have access to the files. Will ask our host GTXGaming about this. Thanks! Much Appreciated!
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Hi, Players noticed a bug at Y15, on the way down to the Tunnel Dweller's. After using the elevators, after the 1st door, missing part of the "map". If we go there we just fall and die. Kindly see the attachments. Other things we noticed after 2 day's on a live server: 1, At the costum monuments, the respawn time on the Lootables is too fast. Once we go 1 round looting, the new/fresh loot is spawned already. 2, At creek's, the lootable edible stuff is not that much, compared to a Procedural Map 3, At K19 Settlement - the railroad track is broken at both ends on the monument at L17 as well, but that's not a big thing, as dead end. Kindly see from these the map location - attachments 4, Not much of a Minicopter spawning along the road. On the server the setting in Convars is " 1 " Thanks a lot! Much appreciated! Players love the map!
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Every time. Players avoiding the Event because the NPC's are shooting the from the terrain where the NPC's are isn't visible. Once happend the event started on the edge of the Harbor, and the NPC's were in the water / in the terrain as well. Thanks! Appreciated!
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Hi, Just noticed now in our console this: (23:04:38) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter" (23:04:38) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/tail_rotor_col" (23:04:38) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/main_rotor_col" (23:04:38) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/engine_col" (23:04:38) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/ColliderWorld" (23:04:38) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter" (23:04:38) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/tail_rotor_col" (23:04:38) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/main_rotor_col" (23:04:38) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/engine_col" (23:04:38) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/ColliderWorld" And it repeats itself endlessly, till I unload the plugin, causing a little lagg on the server. Players reported, once the heli crashes, NPC's are in the terrain, and shooting playes - but they can't see the NPC's. Managed to capture a screenshot yesterday, none of the 2 NPC's are visible for players. Thanks.
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This in from the console, while the server starts: " logs_dry (DensitySpawnPopulation) has 754 objects, but max allowed is 743 - deleting 11 objects logs_snow (DensitySpawnPopulation) has 596 objects, but max allowed is 558 - deleting 38 objects logs_wet (DensitySpawnPopulation) has 989 objects, but max allowed is 960 - deleting 29 objects procmap_v3_arid_palms_light (DensitySpawnPopulation) has 210 objects, but max allowed is 201 - deleting 9 objects procmap_v3_arid_cactus (DensitySpawnPopulation) has 1443 objects, but max allowed is 1369 - deleting 74 objects procmap_v3_temp_field_small (DensitySpawnPopulation) has 3518 objects, but max allowed is 3386 - deleting 132 objects procmap_v3_tundra_forest_saplings (DensitySpawnPopulation) has 2847 objects, but max allowed is 2812 - deleting 35 objects procmap_v3_bushes_temp_field (DensitySpawnPopulation) has 2346 objects, but max allowed is 2257 - deleting 89 objects procmap_v3_bushes_temp_forest (DensitySpawnPopulation) has 207 objects, but max allowed is 201 - deleting 6 objects procmap_v3_bushes_temp_forestside (DensitySpawnPopulation) has 721 objects, but max allowed is 698 - deleting 23 objects procmap_v3_bushes_temp_waterside (DensitySpawnPopulation) has 858 objects, but max allowed is 853 - deleting 5 objects procmap_v3_bushes_tundra_field (DensitySpawnPopulation) has 1381 objects, but max allowed is 1344 - deleting 37 objects procmap_v3_bushes_arid_desert (DensitySpawnPopulation) has 3852 objects, but max allowed is 3635 - deleting 217 objects procmap_v3_bushes_arid_dry (DensitySpawnPopulation) has 624 objects, but max allowed is 594 - deleting 30 objects procmap_v3_bushes_arid_grass (DensitySpawnPopulation) has 2824 objects, but max allowed is 2709 - deleting 115 objects procmap_v3_bushes_arid_ocotillo (DensitySpawnPopulation) has 623 objects, but max allowed is 594 - deleting 29 objects done. "
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- 582 comments
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- #hud
- #interface
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- 269 comments
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- 269 comments
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- 7 comments
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- #3.5k
- #custom map
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This one is from the console as well, upon server start: The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/glass/glass_type_industrial.prefab"