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Everything posted by Malkizid
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Thanks Gruber, I hope it's not too problematic to fix.
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Hi Gruber, Do you have any idea why the Coaling Tower assets might be missing recently? 1) on the latest map version the Coaling Tower from M19 has disappeared. Since the Facepunch lighting volume changes there seem to be some other bugs, such as the 2nd screenshot I have attached 2) from the Pier tower in L20 (this also affects the areas dowwn inside the Fault, though the areas inside the fault are only a small problem and negligible) 3) The vending machine "Output Outfitters" in R13 still does not function - maybe it can be removed ? Please take a look while you can. Really happy to see all otehr areas working and looking great. Thanks in advance, Best regards, Manky
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This would be extremely helpful, when searchign a known product by name, the autofill results are rarely even the product, unless theinput title is a 100% match, even then the results are bloated with unexpected or unwanted content.
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Hi, thanks for the reply. I must remind you, that I'm not doing any of this. This all happens by itself. please note: on every version update, all data has been erased and all traces of the plugin. To prevent any data mismatch or configuraiton change issues, as you suggested - so this is not the cause. Lets go to start again. Running in Oxide. 1) All plugin data is removed. /plugins /data /lang 2) Plugin is freshly installed in an empty test server. 3) The plugin works, generally. 4) Nothing is modified. 5) The plugin does all of this by itself, adds this data on every server restart until its unusable. The same happens on the live server I'm configuring it on too. With no input from myself or an administrator. I honestly don't know why but its not a plugin conflict and its not a data access issue. Do you have any other suggestions as to what I could do to troubleshoot this ? Thanks in advance, Regards, Manky
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Hi there, experiencing this issue after todays Oxide and Server patch. (16:14:17) | [Custom Fertilizer] OnComposterUpdate has been called! (16:14:17) | ArgumentException: An item with the same key has already been added. Key: 1755612857028 Any suggestions? Thanks in advance
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- 248 comments
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- 152 comments
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Heya, thanks for the message. Yeah that's fair enough and understandable. Razor will let us know if he gets any info from FP on that too. About the prefab, interesting - when a plugin that spawns an npc prefab that can already use the sound "natively" (such as a scarecrow npc prefab) it works without these errors, however when its added to an npc prefab that does not natively use it, like a scientist npc prefab, the errors occur. I thought it might be something to look into. Anyway, no worries and yes I hope FP sort it out.
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All I noticed is, _if_ NPC prefab path is "scarecrow" -# "assets/prefabs/npc/scarecrow/scarecrow.prefab" then paudio prefab "murderer" (assets/prefabs/npc/murderer/sound/breathing.prefab) does not cause an error (I know why the npc prefabs are not scarecrow, typically in BotRespawn or NpcSpawn, even ZombieHorde, for example) But im wondering why the below is the case: if the Npc prefab is "scientist" as in the case with BotReSpawn or other plugins that use custom logic or alternate Npc prefab types, the client-side red spam error occurs: Prefab 'assets/prefabs/npc/murderer/sound/breathing.prefab' requires asset scene 'AssetScene-props' to be loaded first.
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Any news about Facepunch returning access to removed or altered audio prefabs, for example the Murderer sound? I believe FP will need some pushing on this topic, as to not forget ordisregard it. I think Razor contacted some staff, for the same reasons but about a different set of audio prefabs, also for NPC's So I am hopeful still that they might return access to developers.
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If your configurations are correct with the proper syntax and urls, then it is probably an api issue - will have to wait for a fix (on the relevant sites) and or the plugin itself. Several other errors can cause this to happen, usually from the configuration file. One example - when there's a mismatch in the plugin name when manually added in the config and the plugin name from the webhost (Codefling, LoneDesign, Game4Freak etc.) as well as in the url and the Sitename, another thing to note these can be CaSeSensitivE depending on your system. Basically, some plugins just wont show up even if you correctly add them.
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@Kleementin I saw your support request in Convoy but could not reply. Convoy Npc's are partially controlled by the NPC Spawn Api. You can change the configuration settings to allow any npcs controlled by NPCSpawn in the configuration for that. This will affect the general behaviour of Convoy Npc's "Can NpcSpawn NPCs attack animals? [true/false]": false, "Can NpcSpawn NPCs attack other NPCs? [true/false]": true, (set this to true to enable them to attack other npcs) "Can NpcSpawn NPCs attack sleeping players? [true/false]": false, "Can NpcSpawn NPCs attack wounded players? [true/false]": false, "Can NpcSpawn NPCs attack players in SafeZone? [true/false]": false, "Prefab path used for all NpcSpawn NPCs": "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_bradley_heavy.prefab", As for ZombieHorde it has its own settings for whether or not those Npcs can attack other npcs, as it uses Chaos' custom Npc logic. Just keep in mind this will enable all npcs controlled by NpcSpawn Api to attack any other npcs, so may have unintended effects dependingo n what other events and bots or bot plugins you have interacting on your server. For example BotRespawn also has its own individual settings for this. Hope that helps
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Hi Mercury, thank you for your message. I couldn't find the source of the issue and thought it was due to the latest oxide version since monthly update. I'm sorry I didn't reply, I discovered the source of the problem yesterday. It was caused by something in oxide and several other plugins, interfering with autoturrets and weapons. I believe the main source of the problem was from the plugin TurboWeapons You can close this ticket. Best regards, Manky
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I cant record a video, it takes too long and I dont have the bandwidth. Please take a look at the screenshots I have attached below. Files: "Em1.jpg" so this is what happens after a plugin reload. "Em2.jpg" a data file modified by the plugin, this is what happens in the oxide/data/EventManager/CreatorSettings.json "Em3.jpg" is showing the default unmodified event entries of the Mevent events. This is with version 3.3.7. Nothing has been modified. Fresh install, again shows normal Entries for creator Mevent, of Mevent's events. after reload this happens and keeps happening and adding blank entries, Then the GUi can not be used in the creator area. Unloading the plugin, Modifying the entries in the data files and reloading or in the GUI have the same result. Any suggestions?
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- 248 comments
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Heya Mevent, thanks for the reply. Yes of course, we are using the latest version. This has happened on several versions. I tried running it on a local windows test servers and a similar set up on a live linux server. As I mentioned the plugin works, its the GUI that messes up, making adding new entries or creators impossible. When the plugin is loaded with a new config and empty data and empty lang files, it works. However upon server restart or plugin reload, the data file gets messed up. And overwrites or adds new entries to the creators, usually duplicating your default entries that are prepared on first set up. These are duplicated with Empty ones. I cant tell but it must be a discrepency with the CaSe of the data file names. I see data files for EventsManager but the plugin is EventManager, Linux systems are cAsE SeNsitive in oxide, maybe that's why there is a mismatch too, I usually account for this and rename any relevant files but the same issue occurs on the windows based test servers. I'm not complaining, I simply have no idea why this is happening and its been an ongoing issue for us in several versions. EDIT - I see you uploaded another version after I wrote the message yesterday, we have not used version 3.3.8 was anything else changed other than a new event entry in the default events? Of course I will make sure to test this new version from 18 hours ago.
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Heya Crash, Ah yes the native server command is the same, I actually thought the plugin version would override it. I'm really glad you were able to resolve the issue and publish a fix already, great work! Good choice on using "autorestart" as the command replacement. Thanks and hope you have a good day, Best regards, Manky
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The chat commands from in game, when used as an admin player all work perfectly from testing. Only this console command in my previous message seems to be incorrect, perhaps I'm typing it wrong?