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Everything posted by Fusion 3.64
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Caught this in console on server load Failed to run a 10.00 timer in 'SafeSleep v1.0.0' (InvalidCastException: Specified cast is not valid.) at Oxide.Plugins.SafeSleep.MoveToSafezone (BasePlayer player) [0x00025] in <747dbf5dacd8495db91ee0a4d4d70aae>:0 at Oxide.Plugins.SafeSleep.CheckDisconnectTime (BasePlayer player) [0x00053] in <747dbf5dacd8495db91ee0a4d4d70aae>:0 at Oxide.Plugins.SafeSleep.<OnServerInitialized>m__0 () [0x00050] in <747dbf5dacd8495db91ee0a4d4d70aae>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <ec05e0208c9149bba43236ca58fea105>:0
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- 222 comments
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I have several loot managers that have the name as an entry. They're a pretty sloppy layout though. I like how clean yours is. There's also plugins with loot tables that allow for custom loot with these option as well. I'm going on a wild assumption since I know nothing at all about coding. But maybe this plugin has something that will be helpful. https://umod.org/plugins/general-item-modifier It lets you change the names and skins of vanilla items. Maybe the name changing aspect will be useful.
- 222 comments
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Would it be possible to add in a couple more lines? Name and SkinID. This will allow for adding "custom loot" to CustomLoot. Standard config "grenade.beancan": { "probability": 0, "name": null, "SkinID": 0, "minStack": 1, "maxStack": 1, "blueprintChancePercent": 0 }, Custom item "grenade.beancan": { "probability": 0, "name": "Molotov Coctail", "SkinID": 1972822423, "minStack": 1, "maxStack": 1, "blueprintChancePercent": 0 }, I totally understand there's more to it than just "adding a couple lines". But I think it would be a huge bonus to the plugin.
- 222 comments
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Hey there @Death I'm getting this error in console on connect. Failed to run a 0.20 timer in 'BPUnlock v1.0.4' (ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index) at System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) [0x00029] in <fb001e01371b4adca20013e0ac763896>:0 at System.ThrowHelper.ThrowArgumentOutOfRangeException () [0x00000] in <fb001e01371b4adca20013e0ac763896>:0 at Oxide.Plugins.BPUnlock+<UpdatePlayerBlueprints>c__AnonStorey1.<>m__0 () [0x00032] in <bd0c026e5d504c068bc80ec1804913e4>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <cf88a28c7fb44d36890d85a78331cc9d>:0 I'm guessing it's something I did since nobody else has said anything about it. lol Any idea?
- 22 comments
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- #rust
- #blueprints
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(and 5 more)
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- 93 comments
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Not getting email notifications for file updates
Fusion 3.64 replied to Fusion 3.64's topic in Site Support
I've got browser notifications activated as well as watching the discord updates feed. My only other email is a gmail account which is a festering cesspool of spam. I only keep it because it's my play store account. I'll just wait to see if there's a fix for live and watch the current options 🙂 -
Not getting email notifications for file updates
Fusion 3.64 replied to Fusion 3.64's topic in Site Support
I'm just using Outlook (live.com). Nothing is showing up in the junk email folder. -
Okay. So I shut the server down. Pulled everything. And now I'm just running Kits, WalkingDead and NPCKits, and I'm still having the same issue. All plugins are current. I downloaded everything again just to make sure. I even wiped the NPCKits config to make sure nothing was wrong in there. And nothing changed. I have no idea what's wrong on my end.
- 93 comments
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- 93 comments
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The Walkers are fine. They're working perfectly. The BotSpawn NPCs and the ones running under the ZombieHorde plugin are fine as well. It's the Vanilla ones that are setup under NPCKits. The Murderers are naked and the Scientists are in their default blues. They should have specific kits applied to them depending on the type that they are. But when WalkingDead is running, they're all default. It's not giving any error in console. They're just not getting their kits applied.
- 93 comments
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- 93 comments
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Not getting email notifications for file updates
Fusion 3.64 replied to Fusion 3.64's topic in Site Support
@Death My alert settings are still resetting on random files. And a "guest" managed to close a support ticket I had opened on a map error. Still not getting any emails about anything that's been updated. -
That's interesting. How can a guest change the status of a support ticket? @Deeplyfri3d I'm sure you're not getting the notifications. Maybe a ping will alert you. I fixed the map myself. The lake topology didn't reach the shore in some areas. But you may want to take a look at it for yourself.
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The right eye(lake) drinks fresh but pumps salt. No idea about the other. Going to see about that now.
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- 93 comments
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- 93 comments
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I'm pretty sure I have the settings correct in the notification settings section. I have the dropdown selected for email. But I also have notification list as well. I made sure to go to each page and select send me version updates. But for some reason that option gets removed and I have to go back and select it again. This doesn't happen to all the plugins/assets. Just random ones. I think it happens after I file gets an update. Not positive though.
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I'm familiar with updating maps and changing the name/map.sav However this was because a player came from another server that had a map with the same name. But had changes to it.
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There's the plugin Protocol Kick Info. But it has no maintainer. And it's lacking. It would be great to have a newer version that includes a lang file entry for World File Mismatch "msgWorldFileMismatch": "Delete the old .map file from the Map folder in your Rust directory." (or something like that) And any other common kicks that I'm probably missing.
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- 22 comments
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- #rust
- #blueprints
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(and 5 more)
Tagged with: