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Everything posted by tamwilson1979
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i strongly think that if i am paying for a mod for rust it should be a real persons work not a Ai also if it is allowed for ai generated mods to be sold it is possible for people to sell a mod and then just walk away from it as they will not know how to fix for any updates , and then the server owners are then left with a mod that will no longer function and also lose money . so i dont think Ai should be used as the devs that know how to code did not need to use AI before it was a thing so why use it now ? ps ( i have no clue about how to make a mod i rely and are happy to pay for a mod that a real person has made and upkeeps when needed )
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(19:07:53) | Error while compiling StaticLootables: No overload for method 'Clear' takes 1 arguments | Line: 1520, Pos: 19
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fantastic thanks for the fast fix my players are loving the mod
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it is coming back with the following error (19:30:59) | [CSharp] Started Oxide.Compiler v successfully (19:31:03) | Error while compiling CargoPlaneCrash: 'PhoneController' does not contain a definition for 'PositionToGridCoord' | Line: 659, Pos: 85
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the jet event is hitting back with this error mate Error while compiling JetEvent: 'PhoneController' does not contain a definition for 'PositionToGridCoord' | Line: 1506, Pos: 135
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the heli that drop the npcs at the jet crash are staying in the map and not leaving
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when you recycle say a stack of 50 pipe in the box you get 5 hqm and 25 scrap but in a normal recycler with 60 percent efficiency you get 300 scrap and 60 hqm at bandit with 40 percent efficency you get 200 scrap 40 hqm is there anyway to fix this please as the box is way off
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- 17 comments
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- #upgrade
- #toolcupboard
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(and 6 more)
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i am running a mod called jet event and now and again when a jet crashes into a base i get lots of errors in the console is there anyway or a option to stop this from happening the server is set as pve if this helps the following text goes on for ages lol (Boolean), RaidableBases (True (Boolean)) (13:14:16) | Calling hook CanEntityTakeDamage resulted in a conflict between the following plugins: JetEvent - False (Boolean), RaidableBases (True (Boolean)) New Text Document (2).txt
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hi you can turn off that notification and just have the pve icon at the bottom by editing the config look for "Status UI": { "Enable Status": false, should be around line 80 if you edit with notpad ++ once you have changed from true to false just restart the mod and all good thats what i did as the bar notice hid other notices hope this helps you
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yes that worked i just copy and pasted into the config file and it worked so thank you it saves players searching for the crash site now lol ps all my players love the mod keep up the good work
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i see this in the config "Message about coordinates(will display the coordinates of the crash site. If empty, no message will be displayed)": "", how can i set it so that a announcement in chat says what map grid the cargo has crashed
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- 3 comments
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- #nivex
- #raidables
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(and 8 more)
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i just checked and the Empty All Containers before spawning loot was all set at false so now all set to true am i right in thinking when i have bought a 3rd party pack there could have been loot in the tc already and because of the loot not being removed before spawning more loot the stacks where bigger because of this ???
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OK I will check thanks for the help
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i have found that every so often players are getting a huge stack of 831k stone and frags 59k from the TC i have now selected TC not to drop loot or assign loot but loot still goes into the tc can you help with this issue as the stack sizes are more than my my loot tables it does not happen all the time just now and again and with med bases mostly
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- #rust
- #raidable base
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(and 2 more)
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dont know about that kind of thing as i have no clue about coding i have included the mod that i got from umod as it is a free one so i should not get into trouble for sharing it as that works you might be able to compare with your hook (whatever that is ) lol if it helps you in any way SAMSiteRange.cs