jayinwww
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Everything posted by jayinwww
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I have a strange issue where the plugin is spawning multiple cargos. Sometimes there is 3 cargos on my server at one time. I reloaded the plugin just to test this theory and sure enough every time I reloaded the plugin it spawned another cargo. What's strange is that I have the NPCs disabled for cargo.
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I added you on discord, maybe we can chat there?
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Yeah for tier 1 monuments I just want to have basic loot for the npcs to drop. What's the easiest way to do that?
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Is it possible to make the npcs have different weapons at the same monument? like if I added two of these below just as an example. Some npcs will have a shotgun and some will have mp5? { "ShortName": "smg.mp5", "Amount": 1, "SkinID (0 - default)": 2373921258, "Mods": [ "weapon.mod.flashlight", "weapon.mod.holosight" ], "Ammo": "" }, { "ShortName": "pump.shotgun", "Amount": 1, "SkinID (0 - default)": XXXXXXXX, "Mods": [ ], "Ammo": "" },
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Also is there a way to extend npc respawn time after killed? "Minimum time of appearance after death (not used for Events) [sec.]": 1000.0, "Maximum time of appearance after death (not used for Events) [sec.]": 2000.0, Does that mean 1000 seconds before they spawn back min.?
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Is there a way to have the NPCs spawn less loot at tier 1 monuments. Would Loot table number 4 do that? I was looking around but I don't see where I can selected 1 though to 5.
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I appears that no one can train anything, but they can still see the tech tree.
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Top notch for plugin development!
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When someone attacks a player or an animal this happens they get kicked from the server. Expected: Value was not Null) at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00107] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 AssertionException: connection != null Assertion failure. Value was Null Expected: Value was not Null
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Not fixed in 1.1.14, just fyi, thanks though!
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Yes, but I set that for online protection. Offline should be 100.l first 6 hours
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Not sure why, but the offline raid protection follows the valve for online raid protection when turned on. So if I set 0 to 23 for hours and them all at 0.75. The offline protection is 25% not 100 percent for the first 6 hours to what I have it set to.
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One of the satellites was 1 square on shore from water, guys driving a boat were 1 square out in the water on a boat, and they kept hitting invisible things in the water and a few of them died for no reason. I have noticed extra lag on the server as well. I only changed 1 setting in the config and that was to remove broadcasting to chat.
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Thank you very much, I will try that, cheers!
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I have a Raid Sim plugin I would like to modify. Please message me and we can talk further.
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Great, plugin, seems to be working great if your server is dedicated to raid sims only. I wanted to have an island on my regular modded server to use this plugin but you have to set only one area to spawn from. I wanted the regular spawns on the map and if people wanted to join a raid sim they can leave the regular world and spawn on that island using zones. But seems like this is not configurable that way, no response from owner. Still 4 stars for great work!
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Thank you so much, do you have a discord or something? I'd love to discuss your Raid Sim plugin with you on some ideas I have.
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I removed that plugin, I figured that might be what it was. Is there a way this plugin can add a few NPCs to protect the chinook dropped crates that the game regularly drops or somehow to disable it? I like the way your plugin adds some PVE to getting a crate and not just getting a free crate for nothing. People were doing your even plugin but when the free crate drops, then people don't bother with your monument plugin they just go for the free crate then complain they are bored hehe
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Not sure why but this plugin stopped working. I do have another plugin that disables the chinook locked crate at Train Yard and Power Plant shown below: Not sure if that is causing the issue or not. If I reload the plugin one monument starts but another one doesn't. using System; using System.Collections.Generic; using UnityEngine; namespace Oxide.Plugins { [Info("ChinookCrate", "Ryuk", "1.0.0")] [Description("Remove hackable crate when the chinook drops it.")] public class ChinookCrate : RustPlugin { void OnCrateDropped(HackableLockedCrate crate) { NextTick(() => { if (crate != null && !crate.IsDestroyed) { if (IsChinookNearby(crate.transform.position, 20f)) { crate.Kill(); } } }); } private bool IsChinookNearby(Vector3 position, float radius) { var entities = new List<BaseEntity>(); Vis.Entities(position, radius, entities, Rust.Layers.Mask.Vehicle_World); foreach (var entity in entities) { if (entity is CH47Helicopter) { return true; } } return false; } } }