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Everything posted by Soller
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There is one more point. After the update, many players began to complain that they were not allowed into the raid base, which no one had raided yet. He writes that it is necessary to end the raid at another point, and indicates a square in which there is no raid base, and the player did not start the raid there.
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On my server, the minimum number of foundations is set to 1 in the settings, so that even the smallest houses can be cleaned. I also have the option enabled for the base made raidable by the player to be PVP. I have repeatedly noticed that some players use this to kill another player. They put the capboard tool on the foundation when the player is nearby, and activate the raid. And I thought it would be nice if there were different minimum requirements for the number of foundations and walls for different types of events. Can this be implemented in one of the following updates?
- 634 comments
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- #rust
- #rust plugin
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I have an idea for my server, but it looks like there are no such settings in the plugin, or I can't figure out how to do it. I will try to explain in as much detail as possible so that there are no misunderstandings. All levels of difficulty are used on my server. Easy, Medium, and Hard will spawn automatically. And Expert and Nightmare can only be bought. All bases on my server are in PVE mode only. I want to add one base of the Nigthmare level to the automatic spawn, so that with automatic spawn it was PVP, and with the purchase it remained PVE, and all other bases remained PVE. Is there no such feature in the plugin right now, or can I not find it?
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It doesn't work. Apparently this is not possible, or I just do not know how to do it.
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I'm trying to create a plug-in with a flashlight effect so that the light turns on in front of the player in the same way he would hold a flashlight on, but nothing works. My experiments led me to a fireball, which I can create on command. [ChatCommand("spawnfire")] private void SpawnFire(BasePlayer player, string command, string[] args) { Vector3 basePosition = player.transform.position + player.eyes.HeadForward() * 2f; float groundHeight = TerrainMeta.HeightMap.GetHeight(basePosition); Vector3 position = new Vector3(basePosition.x, groundHeight + 1.0f, basePosition.z); var fireball = GameManager.server.CreateEntity("assets/bundled/prefabs/fireball.prefab", position) as FireBall; if (fireball != null) { fireball.Spawn(); timer.Once(20f, () => { if (fireball != null && !fireball.IsDestroyed) fireball.Kill(); }); player.ChatMessage($"Fireball generated: {position}"); } else { player.ChatMessage("Error: failed to create fireball."); } } But apart from fireballs, nothing works. I've already tried about a hundred prefabs. Is there a glow effect prefab that can do this, or is it impossible at all?
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- 2 comments
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- #bag
- #sleepingbag
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(and 4 more)
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- 426 comments
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- #builder
- #automation
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(and 9 more)
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Changed Status from Pending to Closed Changed Fixed In to 1.0.1
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It looks like a message from the Faux Amdin plugin. This has nothing to do with the map itself.
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- 233 comments
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- #jtedal
- #mad mappers
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(and 7 more)
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- 233 comments
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- 1
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- #jtedal
- #mad mappers
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(and 7 more)
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I often see this error in the console. What is the reason for this? Failed to call hook 'OnPlayerDeath' on plugin 'MonumentOwner v1.7.0' (NullReferenceException: ) at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component) at Oxide.Plugins.MonumentOwner+Controller.OnExitPlayer (BasePlayer player) [0x000af] in <22d350d2b1dc407ba7b8761c4d770aea>:0 at Oxide.Plugins.MonumentOwner.OnPlayerDeath (BasePlayer player, HitInfo info) [0x0002e] in <22d350d2b1dc407ba7b8761c4d770aea>:0 at Oxide.Plugins.MonumentOwner.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0062f] in <22d350d2b1dc407ba7b8761c4d770aea>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <8cb2d664f1574f2b96d53f1c1869d96a>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <8cb2d664f1574f2b96d53f1c1869d96a>:0
- 233 comments
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- #jtedal
- #mad mappers
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(and 7 more)
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Need update for new prefabs. [Limit Entities] You have 1 untracked prefabs in your config file! To get a list of all supported prefabs use console command limitentities.list assets/prefabs/plants/rose/rose.entity.prefab I had some players who broke the server with a huge number of seeds, it needs to be limited.
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In my opinion, it looks much better this way, and it doesn't interfere with anything. It doesn't bother your eyes. "PVE/PVP Icon UI Settings": { "Anchor Min": "0.5 0", "Anchor Max": "0.5 0", "Offset Min": "-198.999 0", "Offset Max": "181 16" } For PVEUI: Image = { Color = "0.3 0.8 0.1 0.3", FadeIn = 1f } For PVPUI: Image = { Color = "0.8 0.2 0.2 0.6", FadeIn = 1f }
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Nivex said that RaidableBases cannot affect the UI of other plugins. There are no options in the RaidableBases plugin that affect the UI of other plugins. The UI of the RaidableBases plugin is completely disabled in my settings. You can check everything yourself, I use the free version of RaidableBases from Umod. And talk to Nivex, if you both throw the possible cause at each other, the problem will never be solved.
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On my server, the mining quarry limit is set to 1. And there are still complaints from players that they can't do it when they try to install mining quarry. The plugin tells them that the limit has been exceeded, despite the fact that they do not have any mining quarry installed. I checked using the steam id plugin, and indeed they don't have any mining quarry installed.
- 80 comments
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- 1
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- #limit
- #advanceentitylimit
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- 224 comments
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- #permissions
- #admin
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(and 7 more)
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But I have one more suggestion. Many players complain that there are too many messages from the raid database plugin in the chat. Is it possible to add such a command so that each player can hide the plugin messages for himself, and only the messages of those bases with which he interacts are displayed?