-
Posts
59 -
Joined
-
Last visited
Content Type
Profiles
Downloads
Forums
Store
Support
DOWNLOADS EXTRA
Services
Everything posted by Rusty Mike86
-
I noticed the Tug Boat was stationary for a while after it was supposed to despawn. I went to investigate and seen that it ran into a trash pile and was stuck. I entkilled the trash pile and it was able to despawn afterwards. Just wanted to know if there was anyway to prevent this? Thank you.
-
To turn off the walls you need to edit the Profile. Go to the RaidableBases folder located in the data folder and from there go to profiles now select the profile you would like to edit. You should see the following: "Arena Walls": { "Enabled": false, "Stacks": 1, "Ignore Stack Limit When Clipping Terrain": true, "Ignore Forced Height Option": true, "Use Stone Walls": false, "Use Iced Walls": false, "Use Least Amount Of Walls": false, "Use UFO Walls": false, "Radius": 25.0 Hopefully this helps.
-
Error while compiling Convoy: 'BaseModularVehicle' does not contain a definition for 'moduleSockets' and no accessible extension method 'moduleSockets' accepting a first argument of type 'BaseModularVehicle' could be found (are you missing a using directive or an assembly reference?) | Line: 191, Pos: 57
-
No worries. I'm sure FacePunch would have to add something to where they don't spawn on roads. Thanks for trying.
-
-
Replace line 39 with this: { BuildingGrade.Enum.Stone, new List<ulong> { 10220, 10223, 10225 } }, and add this under line 233 of your .cs file new BlockInfo( "https://community.cloudflare.steamstatic.com/economy/image/6TMcQ7eX6E0EZl2byXi7vaVKyDk_zQLX05x6eLCFM9neAckxGDf7qU2e2gu64OnAeQ7835Je5mDAfDY0jhyo8DEiv5daPKA_pb00QPC6SJcbixY/512fx512f", "Brutalist skin", 2)
-
I am seeing this error in console. I noticed that if the tugboat event was running while we are raiding a base then pvp would not work for pvp raidable base and some of the traps would not deal damage such as flame turrets I got this error anytime I shot my teammate. When I stopped the tugboat pirates event then everything went back to normal. Calling hook CanEntityTakeDamage resulted in a conflict between the following plugins: RaidableBases - True (Boolean), TugboatPirates (False (Boolean))
-
Hard Convoy not spawning correctly
Rusty Mike86 replied to CyberCity892's Support Request in Support
I am running [Info("Convoy", "Adem", "2.3.1")] Server seed: 393909623 World size: 4500 Regular convoy has the same issue. Not spawning on a road and as well as being visible. Convoy.json -
Hard Convoy not spawning correctly
Rusty Mike86 replied to CyberCity892's Support Request in Support
-
After the first update I noticed the event has not started for some time. I removed the plugin and did a fresh install and cannot see anything obvious in the json. Shipwreck.json
-
Not sure if it's possible but I had the same question for nivex the creator of True PVE plugin over on uMod. The question was about making cargo ship pvp on a pve map. He gave me some code to turn into a plugin which I did and worked great. I took that same code and made the changes to reflect the tugboat and now the tugboat is pvp. Just wanted to see if it it could be implemented via the tugboat pirate plugin. I added the plugin for reference. TugboatPVP.cs