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Everything posted by Eques3n
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I just uploaded it to my local test server. I added it to a map and didn't break the prefab. Still no power to any of the doors, and no scientists spawned. I just created the server from scratch, so not sure. gonna try on a different map and see if that makes a difference. Loaded it on a random procedural map. No power still. Not sure what to think.
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I always break the prefab when installing monuments. Would that be it? It is only on once.
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Ver 1.2.2 is what the zip file says.
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Yea, just checked with a re-download of the rustedit dll. Exact same thing. No power inside. Even the fuse box doesn't have any power after putting a fuse in it. The switch for the control room also does not operate.
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EDIT: Scratch that. No power inside at all. Redownloading the rustedit dll now and restarting the server to see if it fixes it. I found a workaround on my server. I just used "ent kill" on both doors. This way it can be entered. Let me know if you discover a bug as I am gonna continue using this monument on all my maps. Players just love the little bug.
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I will double check, but all my other monuments work, so I think so.
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I just uploaded this to a new map and none of the outside doors have power. No way to get inside. It used to work, but I haven't used it in a few months, so I added it to a map and can't get inside. Suggestions?
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- 238 comments
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Ok, may have figured this out. I was using my admin account and vanish. When I tried again without vanish, they immediately went into combat. So it is all good.
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I have installed this plugin and enjoy it quite a bit. I have noticed once the bradley is destroyed, the guards that spawn seem to have a rather lengthy wait (hovering above the ground) before they become active. Is this normal?
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- 238 comments
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I may have found the solution! It appears my config file for the plugin had all the code removed and contained a single word. "Null." Lol, I deleted it and reinstalled the addon. Will let you know the results.
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This just started today with a server restart. Any suggestions? Failed to call hook 'OnLootEntityEnd' on plugin 'RustRewards v3.0.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.RustRewards.OnLootEntityEnd (BasePlayer player, BaseCombatEntity container) [0x0003d] in <87d821c2bb154987a43be5dc3a751a7e>:0 at Oxide.Plugins.RustRewards.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x005c7] in <87d821c2bb154987a43be5dc3a751a7e>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <31122a27a2414cd799150f8677cf39d4>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <0fbce81d88d64454b3e7abb24df7026b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <0fbce81d88d64454b3e7abb24df7026b>:0 Failed to call hook 'OnLootEntityEnd' on plugin 'RustRewards v3.0.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.RustRewards.OnLootEntityEnd (BasePlayer player, BaseCombatEntity container) [0x0003d] in <87d821c2bb154987a43be5dc3a751a7e>:0 at Oxide.Plugins.RustRewards.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x005c7] in <87d821c2bb154987a43be5dc3a751a7e>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <31122a27a2414cd799150f8677cf39d4>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <0fbce81d88d64454b3e7abb24df7026b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <0fbce81d88d64454b3e7abb24df7026b>:0 Failed to call hook 'OnLootEntityEnd' on plugin 'RustRewards v3.0.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.RustRewards.OnLootEntityEnd (BasePlayer player, BaseCombatEntity container) [0x0003d] in <87d821c2bb154987a43be5dc3a751a7e>:0
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Could someone give me an example of how to add the group modifiers in this so they coincide with the Better Chat Groups. Right now I have ex. VIP, VIP1 and VIP2. "Group_Multipliers: { "Default": 1.0 }, Would it change to just: "Group_Multipliers: { "Default": 1.0, "VIP": 2.0, "VIP1": 3.0, "VIP2": 4.0 }, Again, this is an example, but would it be formatted the same? Or would I need to add something like "betterchat.VIP": 2.0, etc..
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Is it possible to add more tabs, and/or modify the existing tabs? I would like to throw some info on the server mods into a few tabs.
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No response to any support requests?
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I seem to have lost all functionality with the new update. I no longer can call up the plugin using /info in chat, and it no longer loads on player login. Suggestions?
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- 1 comment
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- #rust
- #rust edit
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- 6 comments
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- #krungh crow
- #oxide
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- 6 comments
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- #krungh crow
- #oxide
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(and 7 more)
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- 12 comments
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- #welcome
- #welcomeui
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Also wanted to add, I can't seem to change what the close button says. If I modify the text, it just overwrites it back in the config file with a new line of text. Here is the example. The bottom line is what I changed the text to. The top line was added when I clicked on the button in game. I also noticed it will repeatedly keep adding the line of text each time it is reloaded. I have had that sentence repeated 10 times in the file.
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So how do you close the window if you disable the close button? If I add some chat commands for mods in a new tab, will people have to locate and click on the button on the last tab each time unless I put the button on every page?