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Everything posted by NHGaming
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Just got map and love the map but I found some major issues with different areas. 1.) M14 next to bridge you fall through map. 2.) Tunnel at Q13 and other you fall through water like it's not there and terrain violations. 3.) H10 you fall through water to your death or build underwater. 4.) There is other places you fall through water trying to re-find those at the moment. Will update those locations when I find them again.
- 31 comments
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- #archipelago
- #water map
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- 43 comments
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- #adem
- #madmappers
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No Worries just figured I'd give a heads up. We were messing around at end of wipe, pasted it in then was Oh. Don't want you to feel rushed, I know how it is.
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Some how the electrical has broken probably a facepunch update awhile ago but my players did love this when it was working.
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- 43 comments
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- #adem
- #madmappers
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oh damn. Yeah I get it, you Devs have a hard job. I'll be waiting patiently, thanks for keeping this alive I run a pve server this is our pvp outlet. lol
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The base of the arenas are not there, not sure why thinking they might have removed the legacy parts and player insta fall to their deaths.
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Players have been spawning and falling to their deaths. The arena are not loading the base of the arenas, thinking maybe because of the legacy rocks being removed or something.
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Looking for a way to tell player that monument is taken before they find a way to monument to find someone has purchased it.
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When players swim over water bases they fall to they're deaths.
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- 131 comments
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I having same issue as above I changed and add some to it and 2 commands don't work.
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- 19 comments
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My players were getting kicked for looking in furnaces and campfires. Running Carbon. This is whats happening. RPC Error in AddUI: Object reference not set to an instance of an object. at JSON.Object.GetString (System.String key, System.String strDEFAULT) [0x00000] in <00000000000000000000000000000000>:0 at CommunityEntity.CreateComponents (UnityEngine.GameObject go, JSON.Object obj, System.Boolean allowUpdate) [0x00000] in <00000000000000000000000000000000>:0 at CommunityEntity.AddUI (BaseEntity+RPCMessage msg) [0x00000] in <00000000000000000000000000000000>:0 at CommunityEntity.OnRpcMessage (BasePlayer player, System.UInt32 rpc, Network.Message msg) [0x00000] in <00000000000000000000000000000000>:0 at BaseEntity.CL_RPCMessage (System.UInt32 nameID, System.UInt64 sourceConnection, Network.Message message) [0x00000] in <00000000000000000000000000000000>:0 at Client.OnRPCMessage (Network.Message packet) [0x00000] in <00000000000000000000000000000000>:0 at Client.OnNetworkMessage (Network.Message packet) [0x00000] in <00000000000000000000000000000000>:0 at Facepunch.Network.Raknet.Client.ProcessRead (Network.NetRead read) [0x00000] in <00000000000000000000000000000000>:0 at Network.BaseNetwork.Cycle () [0x00000] in <00000000000000000000000000000000>:0 at Client.Update () [0x00000] in <00000000000000000000000000000000>:0
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we've tried multi different setups in the truepve configs. We tried what you said first, then have tried multiple variations. This was our latest try. If i spawn a brad with spawn bradleyapc it does damage no issue, it's just with bradely drops that this is happening. TruePVE(1).json
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Have you got a chance to look this over still having the same problem
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Bradleys are causing no damage to player at the moment. They work no problem before the rust update. I also use TruePVE but have things all set just like before and still no damage from Bradley.
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I'm having the same issue. Also using quicksmelt and can confirm that there's a conflict. I ran plugin with quick smelt unloaded and received resources, but when ran while quick smelt is loaded there is no resoures.
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- 89 comments
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Everytime they try throwing it if on cooldown or if it refunds to hand it duplicates. Any help will be appreciated.
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I've been trying to get these to spawn along side the normal bases but they have yet to do so. Any help would be great. Could only raise them to 30 to keep them in range of bubble due to being PVE server with PVP zones.
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The Electric furnaces are not using the quicksmelting. All other are working fine but not them.