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Everything posted by Malkizid
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If you just want the jungle skin, you can easily add it yourself in the config. here's a screenshot attached for the stone tier skin sets, add the entry there
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To claim a building site, a player only has to place a tc in the area and it should remove the map marker and be "claimed" It only works when using the Vending map marker. IF you remove the vending map marker (in config) and use a different type it doesn't always disappear
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Yes, the horses and Caravan's are extra wet and splashy since the most recent patches. It's not a problem except that' it looks a little strange and sounds sploshy. Adem told me that this was a necessary work-around to a problem, so he's aware but I don't know how it can be fixed The "dragging" part is a bit annoying though, ruins the immersion hahah they all look like they've been tranquilised
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Heya Nivex, its been a long long while since I saw any bug in RaidableBases at all and to be honest this is not even anything to do with it - I'm quite sure. but its affecting Raidablebases and with your experience I thought you might be able to point me in the right direction. Do you have a clue why Autoturrets might stop targeting players? First they retaliate when damaged, when they lose "line of sight" they ignore the player. Only attack when damaged. Details, the raidbase profiles and settings have turrets set to hostile, to function without power etc. This is also happening other "base-based" event plugins - autoturrets function but dont respond to the players For example Fruster's "Dungeon Bases" Events, I could not figure that out with Fruster either. Warmode in PVE mode is running - No TruePVE or any other damage control plugins, no settings changed. All was working until 3 days ago or so. Is there a setting in Raidable bases configurations we should look out for ? Perhaps you know ofa new FP commit that could affect turret behaviour? all equipped with ammo, correct weapons / shortnames (no config errors) powered and so on. - dont think its interference or any convar settings. Sorry for the long message, I ran out of options and thought you might have a suggestion. Thanks in advance, regards, Manky
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We understand this can be overwhelming sometimes and know that you will do this when you can, don't worry about that. Some of us like myself are not in Discord groups or are not aware of such things. Try to pace yourself, everyone appreciates your continued support, we trust you. Communication is exhausting in this context, I know from experience, like many of us here do. And of course we are all impatient because our players are impatient and Rust never stops changing Good luck and take care
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Yes, no problem. Thank you for your patience with this.
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How do we get the Autoturret to function in a Dungeon base. I'm making a new dungeon base now First im using a copy of one of your designs to learn your methods. - all is working as intended. Except for the autoturret. I placed it normally added a weapon, ammo and simply powered it. The turret will not target or shoot but its on. I dont see aynthing about this in the guide, is there supposed to be a specific method for placing turrets ?
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No, that is not happening anymore, for some reason. I did not change the bases. So iguess its ok - maybe it was the oxide or server version. Only the calling kill problem was happening causing spam and sometimes parts of the base remained, rarely. Hatches are found and the bases spawn and function.
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On further investigation, I noticed ImageLibrary is getting a "failed to call hook error" - only on server startup. Other than this I have never noticed any imagelibrary problems or console errors during the last few days, when reloading ServerPanel or any related plugins that are using ImageLibrary on our server. [Error] Failed to call hook 'AddImage' on plugin 'ImageLibrary v2.0.62' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.ImageLibrary.AddImage (System.String url, System.String imageName, System.UInt64 imageId, System.Action callback) [0x00044] in <21179633d4114e16ab24a4a44d8b9cc3>:0 at Oxide.Plugins.ImageLibrary.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00781] in <21179633d4114e16ab24a4a44d8b9cc3>: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
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Yes, Facepunch did this, I dont know the technical reason but something happened to some foundations. This caused the building roof to collapse or some wooden foundations (with the Frontier Skin) to become invisible or disappear I think the latest server patch has fixed this problem. Also roof tiles are very buggy
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Within the editor all the builti-in icons have vanished, making it impossible to use the ingame editor. Is there an image hosting problem ? I'm using the default stuff. Very stupidly I delted parts of my config by trying to use the editor in game.
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Heya Wrecks, Do you have any plans to add keys for the most recent tea effects and especially some of the new pie effects? For example it would be really great to be able to add "vision-care" boosts and things like that, for our custom consumable items. or the animal vision hunter boosts, with configurable effect durations,
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Hi, Great to know, Thanks so much for the assistance and quick reply. Best regards, Manky
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The second part of my question is, that if for example the Global maximum number of active entities is lower such as 1 and then an individually listed entity is higher, would that function? Uhmm for example: "Role Permission": { "vip1": { "Priority. (lower = higher priority)": 1, "Global maximum number of active entities for each Enabled Spawnable Entity. (-1 no limit)": 1, "Maximum number of active entities for each Enabled Spawnable Entity. Value = SkinID, Limits (Number of active entities. -1 no limit)": { "3366887420": 1, "3366893095": 25 So that I can make it so most entities are a limit of 1 but certain ones have a higher limit. Thanks
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Hi @Scalbox Sorry to bother you. I'm not 100% sure about the format of the list style here for this section, for limiting entities individually would this be correct? I have attached a screenshot
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Hi Fruster, Ok thanks. Good to know that's alll correct. I'm still not sure what is causing the console calling kill errors. | Calling kill - but already IsDestroyed!? #dung#undestr# Sometimes but rarely the dungeon parts might be left behind and an admin would have to remove them but otherwise the plugin has been working fine without performance issues. The console spam alarmed me a few times. I have no other ideas from my investigating during game testing, automated event spawning or signs in the server console. Unless you have another suggestion - or think this can be ignored, feel free to let me know
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For the "Dungeon Entrances" The planter box spawns and contains Fertiliser - 999 in one stack and a single unit of fertiliser in another stack. The hatches are there in the "dungeon base" with the codelock key as you described Edit: This is the same for all 4 designs. Is this correct ?
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Hej Fruster, Thanks for the message. No, not yet I'm still investigating. I'll write back soon as I can.
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@Mevent Version 2.2.5 does not work properly either - I have updated the plugin again and items can be recieved but it appears random, many kit items are missing. I am recording a video to show you what happens when I redeem a kit I have to revert to V 2.1.9 again as its the only working version. **Edit** sending the video to your inbox
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- 17 comments
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- #mutations
- #monument
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