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Everything posted by Zilch
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Got it, thanks for confirming!
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Ignore the RB thing, I think it's working fine, we had some bad reports from players On the main page it states: Command: givexp Parameters: <name> <amount> <optional: Ignore modifiers true/false> So givexp name 100 false - this would include any XP modifiers, and potentially give more than 100 right? In your recent update it states: givexp <target name/id> <xp> <apply bonus true/false> That suggests givexp name 100 false would not apply any bonus, which contradicts the main page, unless I'm being quite stupid? Thank you
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OK, we've just changed that, thanks
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Also question around the givexp command now... With givexp name amount **** (true/false), what does setting true do now? the main page on codefling and the update log seem to give conflicting information
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Hey David, We have an issue where item text only seems to appear for commands not for actual items? Unless our config is really messed up it's been happening for a long time, I noticed you updated recently so I'm just asking/making you aware of this. Love the plugin
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Hey man, hope you're well I believe we were giving XP for Raidable Bases completion using this in the Skill Tree config (Experience sources) "RaidableBaseCompletion_Easy": 100.0, "RaidableBaseCompletion_Medium": 200.0, "RaidableBaseCompletion_Hard": 300.0, "RaidableBaseCompletion_Expert": 400.0, "RaidableBaseCompletion_Nightmare": 500.0 This doesn't seem to be working anymore since the update - but I notice there is also XP you can give using each Raidable Bases profile as well, are we doing this an old or weird way or something?
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Hi there, we're seeing this with the SatDishEvent as well as ArcticBaseEvent, that we get "Main thread stalling: Write queue at capacity, waiting for write thread...." in console after they start, this may have only started since the most recent Rust update I think 04/05 15:14:03 | [PowerPlantEvent] PowerPlantEvent has begun 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread... 04/05 15:14:04 | Main thread stalling: Write queue at capacity, waiting for write thread...
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Hi there, we've been using the plugin a while and it's pretty good. How difficult would it be to add a Smelting Speed override, per prefab, as you have done with the charcoal amount and fuel use? We have a x5 server and we have the smelting rate set pretty high (i.e. a low tick time). This means our BBQs run at lightspeed, and override that would allow us to adjust tick speed for various prefabs would be a huge bonus. Just a thought - thank you
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Sorry but there's still a bunch of weirdness with this, realised I didn't have enough broken hatchets but you can see some of the weirdness on the pickaxes: https://youtu.be/cp4hFcLAOk0 Worth noting this is when I have this SkillTree perk
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I havent had a chance to replicate myself but, at least in this instance, the player said this happened when the killed the bot with a bolty
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Hi there, hoping you can help. Our players occasionally get disconnected when shooting down bots that are parachuting in with this error steamid/player disconnecting: Exception (cs:145274): ArgumentException: The Playable is invalid. It has either been Disposed or was never created. Parachute.UpdatePlayerModel (BasePlayer %0ae5b263ddc8c59b21a22c4b54252d768a214463) (at <00000000000000000000000000000000>:0) BaseVehicleSeat.UpdatePlayerModel (BasePlayer %0ae5b263ddc8c59b21a22c4b54252d768a214463) (at <00000000000000000000000000000000>:0) SledSeat.UpdatePlayerModel (BasePlayer %0ae5b263ddc8c59b21a22c4b54252d768a214463) (at <00000000000000000000000000000000>:0) ParachuteSeat.UpdatePlayerModel (BasePlayer %0ae5b263ddc8c59b21a22c4b54252d768a214463) (at <00000000000000000000000000000000>:0) BasePlayer.%f23732c7d509a0cf090d8e25a99a9b837639d441 () (at <00000000000000000000000000000000>:0) BasePlayer.%698f062e865503ea7b9f3f5efcc8357852c3ed95 (System.Single %a9d63e13d01abb733e1f5134658d1f8c55de5104) (at <00000000000000000000000000000000>:0) Client.Update () (at <00000000000000000000000000000000>:0) Any ideas? I tried to replicate but quickly this evening but couldn't, but I do see this happening every few days in console to various players. May have only started happening since Naval update but not 100% This particular one was a bot spawning at harbour, I have looked at the harbour profile but can't see any issue with it Sorry to be quite vague!
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Hi guys, Generally we've been quite happy using this but the new table, the blueprint fragment probably is very low to the point where it was causing player frustration as the chance was way below vanilla! We have adjusted manually for now, just thought i would give some feedback Thanks
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We don't use BetterNpc - would we need that to do this? But your final task is to adjust the experience gained when killing NPCs in Defendable Homes for SkillTree? - Yes, I'm not sure how we achieve that when the prefabs are the same? Thank you
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Hello, So yes, we were trying to change this line in NPCSpawn "Prefab path used for all NpcSpawn NPCs": "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_heavy.prefab", The reason is because SkillTree is classifying all the Defendable Home NPCs as Heavy Scientists and giving out way more XP than we'd like and we don't have any way to control that. (and we don't want to change the XP that Heavy gives) We wanted to change the "Type"/prefab NPC so it would give less XP I tried assets/rust.ai/agents/npcplayer/humannpc/tunneldweller/npc_tunneldweller.prefab and possibly assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_junkpile_pistol.prefab but then NPCSpawn didn't compile with those in the config. Thanks
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Amazing, thanks!
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We bought this but havent used it yet. Is there a way we can change the NPC type? At the moment all the enemies are considered as heavy scientists, but we also run SkillTree plugin so this gives players too much XP. I have tried changing the type in NPCSpawn configuration but then the plugin doesn't load. Thank you!
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Heya, Well I can reproduce it on demand, but it's very very specific circumstances -Go to safezone -Teleport away from safezone, but don't wake up (using TeleportGUI plugin for teleportation/homes) -After some time as a sleeper, disconnected with error, then killed for being asleep in safezone (this is a known issue it seems with TeleportGUI which I will report to that dev as well) I will add disconnection error below - the disconnect and the death appear to occur at the same time, hard to say as there is no output on console on death, but if I immediately rejoin on disconnect I am dead so assume this happens simultaneously... -Reconnect -Have double skills (see attached before and after pic) -Disconnect & reconnect after that fixes the problem If you disconnect yourself or time out to disconnect, the issue does not occur Seems something to do with the hook/method or whatever for disconnection not catching when the client DCs in this fashion? NullReferenceException: Object reference not set to an instance of an object 02/01 09:58:57 | *IP*:32848/*steamid*/*steamname* disconnecting: Exception (cs:141825): NullReferenceException: Object reference not set to an instance of an object. BasePlayer.%b916d9d124b8e9856bf396d6a3b08881d5c984ca (%4f36be8fe088287d2718bb52e458fbf5a3f30083+%8700274fac70c49688d318b85d9413a6d672a04c& %80e50159f6c6e37a9152322fcf34310da97a5859) (at <00000000000000000000000000000000>:0) BasePlayer.%b916d9d124b8e9856bf396d6a3b08881d5c984ca () (at <00000000000000000000000000000000>:0) BasePlayer.%b82a23817908f9f94ddcc55d348847d9e100b8c5 (%04a567ddb4324f873a78cf0daadc74937bc2d517 %aa2004f11a7681caa25138ab8f52b90b5e4b42cb, System.Single %17f124108775211a04d0647435624f3f35e4c113) (at <00000000000000000000000000000000>:0) BasePlayer.ClientUpdateLocalPlayer (System.Single %fcfa3dc15fda61cce1013c440923752458e1bcd2) (at <00000000000000000000000000000000>:0) BasePlayer.%a187206330b0329d6334947dae1b66ad71ae584a (System.Single %fcfa3dc15fda61cce1013c440923752458e1bcd2) (at <00000000000000000000000000000000>:0) Client.Update () (at <00000000000000000000000000000000>:0) Appreciate we can only replicate it by abusing behaviour/bugs of another plugin but possible there are other ways to force this kind of disconnect to cheese ST? Cheers
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Hi there, Love the plugin One of our players has had an interesting thing happen - he was disconnected from the server while AFK and relogged later - during that time he was killed for being in a safezone, on return it seems that some or all of his skills were being applied twice See the attached image - they had 3 points in the Quality Crafter skill and was able to get 6 slots on their armour! Reloading the plugin seems to have resolved it but the player also quit the game and relogged again fresh at the same time so that may also have done the trick Thanks!
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Hey Adem I've not seen this be added unless I've missed it. This is just a friendly nudge, so this doesn't get lost. I do appreciate how busy you are. I've disabled the plugin for the time being, but it would be nice to have it back when it's possible for this feature to be added. Thank you
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Hi Adem, Quick question - we've got this set to spawn monuments again on plugin restart. We've been running the plugin for about 2 weeks with it set like that. Issue we're having is that sometimes they are spawning right next to player bases and today it looks like the spawning of one of the monuments (Dam in this case) appears to have killed the player that was sleeping in that base somehow. From the coordinates of his death the player was in cover, and could not have been shot by the sniper on the oil tank. I've been over the config file a few times - is there any way we can increase the radius of the check that we assume is being done before the monument spawns to ensure the spawn a decent distance away from player bases? Thank you!
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Hi Monster, Hope you're well. We're having a recurring issue after daily restart where XBuildingSkinMenu doesn't seem to detect that players own building skins A manual reload of the plugin does resolve the problem - we have scheduled a timed reload of the plugin after daily restart but it still seems to be inconsistent as to whether that works or not - it feels like it works then a couple of hours later it won't show players the stuff they own. I'm still trying to figure out if this is player specific or not or whether it just breaks for everyone Thank you!
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- 429 comments
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- 1
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- #helicopter
- #helicopters
- (and 17 more)
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Hey ZEODE, I applied todays update but since then, I'm getting errors and no loot is spawning when the heli has been downed. I have tried to revert to the previous version, use the previous config and also regenerate a new config - The error still persists though. [Heli Signals] Exception Type: System.NullReferenceException 23/07 10:59:15 | [Heli Signals] Exception: System.NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.HeliSignals.UpdateConfigValues () [0x00d33] in <990c0aa57690402485e2a3c18d1c97d9>:0 at Oxide.Plugins.HeliSignals.LoadConfig () [0x0003d] in <990c0aa57690402485e2a3c18d1c97d9>:0 23/07 10:59:15 | [Heli Signals] ====== Harmony Patching Begin ====== 23/07 10:59:15 | [Heli Signals] INFO: PatrolHelicopterAI.UpdateTargetList method found: True 23/07 10:59:15 | [Heli Signals] INFO: PatrolHelicopterAI.FireRocket method found: True 23/07 10:59:15 | [Heli Signals] INFO: Patched methods count: 2 23/07 10:59:15 | [Heli Signals] INFO: ✓ Patched: PatrolHelicopterAI.UpdateTargetList 23/07 10:59:15 | [Heli Signals] INFO: ✓ Patched: PatrolHelicopterAI.FireRocket 23/07 10:59:15 | [Heli Signals] INFO: PatrolHelicopterAI Harmony patches applied successfully! 23/07 10:59:15 | [Heli Signals] ====== Harmony Patching Complete ====== 23/07 10:59:15 | Loaded plugin Heli Signals v1.2.29 by ZEODE 23/07 10:59:15 | [Heli Signals] INFO: Vanilla patrol Helicopter server event is disabled Any help with this would be appreciated
- 429 comments
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- #helicopter
- #helicopters
- (and 17 more)
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Players can reset the timers on their spoilable food infinitely to avoid placing/powering a fridge It isn't a big deal, and only one person has reported it, but just letting you know
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Hi there, one of our players has seemingly spotted some weird behaviour when food that uses the new spoilage system is added to composters - when the stack is split it seems to reset the spoilage timer We do have a number of other plugins running but with SimpleSplitter unloaded this doesn't happen when adding that kind of food to the composter. Thank you