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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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- 424 comments
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- #helicopter
- #helicopters
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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
- 424 comments
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- #helicopter
- #helicopters
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- #lighting
- #light control
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Tagged with:
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- 49 comments
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- #zombie
- #krungh crow
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- 34 comments
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- #jtedal
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- 300 comments
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- #bradley
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