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Wile E.

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Everything posted by Wile E.

  1. Wile E.

    Data jsons Fail Validation

    When I tried to open any of those they all failed with an error. When I ran them through this js0n validator it confirmed the error: https://coditools.com/tools/json-formatter-and-validator
  2. Wile E.

    Dynamic Monuments

    This plugin was not ready for prime time. It is pretty hard core beta. I don't have a problem with that if I know up front I will be a beta tester. With what I have seen of both Gruber's and Adem's polished work I am optimistic this plugin will get sorted but for me, I have to uninstall it because every time I turn around there is a different issue.
  3. Wile E.

    Data jsons Fail Validation

    All of these Data/jsons failed validation for me: blackGoldIsland busStopGarage cargo_1 fishermansRetreat highHouse hqmQuarryRuins observationTower oilPlatform pirs rustedDam rustedGates strandedBarge submarine_1 teslaGenerator
  4. Wile E.

    Dynamic Monuments

    Has anyone done the card room on the Broken Giant monument ? Players could not sort it so I just tried all three cards and could not open the door so figure I might be missing something.
  5. Wile E.

    Dynamic Monuments

    When using Alpha Loot is this setting supposed to be my Alpha Loot loot table name ? : "The name of the loot preset for AlphaLoot": "", If not that then what would go here ?
  6. I don't see anything in the config that is obvious to me but when killing an npc on a water or coastal monument, which are all I have spawning, there is no body bag dropped. Plus, I do not have any land monuments spawning. The only entries I see in the log are: DynamicMonuments was compiled successfully in 4532ms Fallback handler could not load library C:/TCAFiles/Users/xxxxxxx/8916347/RustDedicated_Data/MonoBleedingEdge/data-0000020ABE3C9E90.dll [DynamicMonuments] Caching of monuments/prefabs has started! Calling 'OnServerInitialized' on 'DynamicMonuments v1.0.1' took 344ms Loaded plugin DynamicMonuments v1.0.1 by Adem StringPool.GetString - no string for ID3541964775 StringPool.GetString - no string for ID3541964775 StringPool.GetString - no string for ID3541964775 StringPool.GetString - no string for ID3541964775 StringPool.GetString - no string for ID3541964775 StringPool.GetString - no string for ID3541964775 StringPool.GetString - no string for ID3541964775 StringPool.GetString - no string for ID3541964775 StringPool.GetString - no string for ID3541964775 StringPool.GetString - no string for ID3541964775 StringPool.GetString - no string for ID3541964775 StringPool.GetString - no string for ID3541964775 StringPool.GetString - no string for ID3541964775 StringPool.GetString - no string for ID3541964775 StringPool.GetString - no string for ID3541964775 StringPool.GetString - no string for ID3764245218 StringPool.GetString - no string for ID3764245218 StringPool.GetString - no string for ID3764245218 StringPool.GetString - no string for ID3764245218 StringPool.GetString - no string for ID2260325455 StringPool.GetString - no string for ID2316104711 StringPool.GetString - no string for ID2316104711 StringPool.GetString - no string for ID2316104711 StringPool.GetString - no string for ID2316104711 StringPool.GetString - no string for ID2971308470 StringPool.GetString - no string for ID2971308470 StringPool.GetString - no string for ID1682597690 StringPool.GetString - no string for ID3541964775 StringPool.GetString - no string for ID3541964775 StringPool.GetString - no string for ID2075482861 StringPool.GetString - no string for ID1682597690 StringPool.GetString - no string for ID2075482861 StringPool.GetString - no string for ID2075482861 StringPool.GetString - no string for ID2075482861 StringPool.GetString - no string for ID2075482861 StringPool.GetString - no string for ID1682597690 StringPool.GetString - no string for ID2075482861 StringPool.GetString - no string for ID2075482861 StringPool.GetString - no string for ID2075482861 StringPool.GetString - no string for ID2075482861 StringPool.GetString - no string for ID1682597690 StringPool.GetString - no string for ID2075482861 StringPool.GetString - no string for ID2075482861 StringPool.GetString - no string for ID2075482861 StringPool.GetString - no string for ID2075482861 StringPool.GetString - no string for ID1682597690 StringPool.GetString - no string for ID2075482861 StringPool.GetString - no string for ID2075482861 StringPool.GetString - no string for ID2075482861 StringPool.GetString - no string for ID2075482861 StringPool.GetString - no string for ID1682597690 StringPool.GetString - no string for ID2075482861 StringPool.GetString - no string for ID2075482861 StringPool.GetString - no string for ID2075482861 StringPool.GetString - no string for ID1682597690 StringPool.GetString - no string for ID1682597690 StringPool.GetString - no string for ID995684701 StringPool.GetString - no string for ID995684701 StringPool.GetString - no string for ID995684701 StringPool.GetString - no string for ID995684701 StringPool.GetString - no string for ID995684701 StringPool.GetString - no string for ID995684701 StringPool.GetString - no string for ID3215258614 [DynamicMonuments] Cached 37 monuments/prefabs [DynamicMonuments] The spawn of monuments has begun! [DynamicMonuments] PresetNotFound_Exeption [DynamicMonuments] PresetNotFound_Exeption [DynamicMonuments] PresetNotFound_Exeption [DynamicMonuments] PresetNotFound_Exeption [DynamicMonuments] PresetNotFound_Exeption [DynamicMonuments] PresetNotFound_Exeption [DynamicMonuments] PresetNotFound_Exeption [Inbound] Hackable Crate has spawned at D13 [DynamicMonuments] PresetNotFound_Exeption [DynamicMonuments] PresetNotFound_Exeption [DynamicMonuments] The spawn has ended!
  7. Wile E.

    Monument Zone Dome Appears

    Running on the Dreamland map I had grief with vers 1.0.0 with a bunch of players kicked by Packet Flooding: Player Tick plus the "Failed to call hook" errors like others. The update to 1.0.1 has been a very positive update for me. I manually spawned strandedBarge to test things out but it has a purple dome ring around most of it even though the setting is disabled: "Monument zone": { "Use the dome? [true/false]": false, "Darkening the dome": 5, "Use a colored border? [true/false]": true, "Border color (0 - blue, 1 - green, 2 - purple, 3 - red)": 2, "Brightness of the color border": 5
  8. Wile E.

    Dynamic Monuments

    No. the Images folder is here: zip/DynamicMonuments/en/data/DynamicMonuments/Images It just seems like the worng location but given what kind of plugin this is maybe that is where the folder belongs.
  9. Wile E.

    Dynamic Monuments

    Silly question - in the zip file an Images folder is inside the DynamicMonuments folder. Does that stay there or should the images go in the data/Images folder ?
    This is an outstanding upgrade from vers. 2.x. The new UI is excellent and makes scheduling much easier with a variety of options. The running of the plugin has been super smooth with very few hiccups to get to 3.0.5. The Dev team is fantastic and responds very quickly if any assistance. is required. I struggled a lot with vers 2.x randomly stopping the running of Events and all of the issues that I previously had are gone in vers 3.x. This is a must for anyone who wants to have their Events spawn at times and on days of their choosing
  10. Failed to call hook 'GiveCustomItemCommand' on plugin 'Biplane v1.1.1' (KeyNotFoundException: The given key 'bomber' was not present in the dictionary.) at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at Oxide.Plugins.Biplane.GiveCustomItemCommand (ConsoleSystem+Arg arg) [0x000e1] in <91d68851df8f45108ce5b48af2c884a6>:0 at Oxide.Plugins.Biplane.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00c6d] in <91d68851df8f45108ce5b48af2c884a6>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <9c80d821d00a44c9a24497c73ad2d20d>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in :0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0
  11. I am getting pretty tired of having to delete every programmed Event and then re-enter them all only to have that last for about a week before they stop running again. For me this has been a long standing issue. Before anyone recommends to update the plugin - been there, done that with the same result. It would seem the plugin itself holds onto the programmed Events information which strikes me a little strange. Certainly makes it more difficult for me to troubleshoot.
  12. I can successfully open the editor and edit other containers without issue but when I click the Contents -> Edit button the window simply closes. No opportunity to edit the contents.
  13. Wile E.

    Raidable Bases

    @nivex I appreciate your outline on the cooldowns. I should be aable to sort this now. Further down in the coolddown section is this: "Max Buyable Events": 15 I don't see any time frames referencing this setting. Searched around without success and watched srtbull's video again. He discusses buyables a bit but not this. Could you please elaborate a bit on this ? For instance, is that amount per real time 24 hours ? I also don't recall setting it to 15 but may have when I first purchased your plugin without really understanding its purpose but ratherr, making a guess.
  14. Wile E.

    Raidable Bases

    What is the most efficient way to control frequency that Buyable raids can be purchased ? I am struggling trying to understand if cooldowns would work for this or if I should do something like Nivex mentioned for vipcooldown, which I could sure use some help to set up correctly.
  15. Yesterday a player placed a polar bear inside the team's base. He logged off, then after some time passed he was notified he was killed by a bear. The bear also changed position. Anyone seen anything like this ? I was not expecting animals to kill or move so placed a bunch of animals inside and logged off in the middle of them. I have not been able to duplicate dying to any placed animals but have no idea what else could have happened. While I was not expecting animals to move perhaps that is to be expected. Out of the animals I placed a polar bear and boar both moved but a regualr bear, stag and wolves have not moved at all. Thoughts ?
  16. I can't open the crate at the front. Is it not for holding items ? Plus, can't pick it up after I have spawned one even though fuel tank is empty.
  17. Wile E.

    Biplane

    Putting it on a car lift lets you add a code lock.
  18. Fair enough. It is an excellent plugin as is and ty much for it
  19. Not sure how challenging it might be or even if it is possible but it would be very cool if players could adjust their own door closers as opposed to settings being server wide.
  20. Wile E.

    Events Manager

    I have never been able to get the Random Start "feature" to run the way I thought it would. Instructions I got to run Random Start made no sense to me so for now I have given up on Random Start
  21. Wile E.

    Barges

    I have had no trouble with this. I spawned a few different barges and did some minor building on each. Reloading the plugin caused no problems. I realize that I had no trouble might not help you much but maybe some weird conflict ?
  22. Wile E.

    Simple Splitter

    Is it possible to control the amount of charcoal output in each separate furnace ? I tried a couple changes in the config but no joy. For example: if I add 10,000 metal ore to a large furnace the output is 10,000 frags and 402 charcoal. if I add 4000 metal ore to a legacy furnace the output is 4,000 frags and 402 charcoal. I did not expect the same charcoal output between large and legacy furnaces as above. also, if I add 4000 metal ore to a small furnace the output is 4,000 frags and 4,000 charcoal. So, is there a way to balance the charcoal output better than what I am seeing ?
  23. Wile E.

    Events Manager

    That would be a pretty cool feature if players were able run a command and see what Events are scheduled
  24. Wile E.

    Barges

    I see that not all presets have the cabin. One, for example, is the 3x3 preset. I have not added anything to the config because I would like to know why some of the presets have the cabin and others do not before I mess around too much. Also, that got me to exploring and I then discovered that these two modules do not pass a validator check. Sure would appreciate some clarification on these concerns before I move forward. connector_1 Failed in validator Error: Parse error on line 36: ....00, 0)" }, ], "Box Colliders ---------------------^ Expecting 'STRING', 'NUMBER', 'NULL', 'TRUE', 'FALSE', '{', '[', got ']' cabine_1 Failed in validator Error: Parse error on line 18: ...0, 180)" }, ], "Regular Entit ---------------------^ Expecting 'STRING', 'NUMBER', 'NULL', 'TRUE', 'FALSE', '{', '[', got ']'
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