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Everything posted by Fusion 3.64
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Perfect. Thank you. I had a user request something like this a long while back. Had no idea what they were talking about. Now that I see it. Great idea. It's going in next wipe. Plenty of time to fuss with the settings and add some fancy loot chances in there.
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New items are saving into the wrong section
Fusion 3.64 replied to Fusion 3.64's Support Request in Support
Will do. I'll set a reminder to do that tomorrow. -
If you throw a charge it's not refunded to you. Just tells you to use the command. I also use another plugin that uses a skinned survey charge to trigger a supply drop/base spawn. It prevents that plugin from working and the signal is lost.
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When adding a new item thought the UI all items are going into either the section below or above it. No idea why this is happening.
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Hello? Anybody there?
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Yeah. It was my fuckup. Got too much going on too fast. Thanks for checking though.
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Oh. Yeah I don't think I signed up for that. I think I pulled a stupid and didn't server.writecfg after removing. I did it though RustAdmin so didn't think to do that. 76561198350677929
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After the EAC update they used /vanish then teleported to a player and were banned right after. I tried removing them from my local list but they were banned again after the sever restarted. I'm guessing they're on the list now?
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- 427 comments
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- 427 comments
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Sure close the ticket. I'll contact you on discord shortly.
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Ah. Understood. The main plugins I was going to setup were just warp points and things like that. Nothing major. I can always run those on the fly while players are loading in
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They are currently the only plugins running since the last version of the map I was running I was unable to get any of the doors to work.
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Current version (Electrik-Isla_Nublar-rev1.1.0.map) and yes.
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Keeps getting stuck here ArgumentException: Invalid path at System.IO.Path.GetDirectoryName (System.String path) [0x0000d] in :0 at Prefab..ctor (System.String name, UnityEngine.GameObject prefab, GameManager manager, PrefabAttribute+Library attribute) [0x00019] in <9de5dffda4cd4ac083c5a63ec97c4429>:0 at Prefab.Load (System.UInt32 id, GameManager manager, PrefabAttribute+Library attribute) [0x00023] in <9de5dffda4cd4ac083c5a63ec97c4429>:0 at World.Spawn (ProtoBuf.PrefabData prefab) [0x00000] in <9de5dffda4cd4ac083c5a63ec97c4429>:0 at World+d__83.MoveNext () [0x000f4] in <9de5dffda4cd4ac083c5a63ec97c4429>:0 at WorldSetup+d__15.MoveNext () [0x00622] in <9de5dffda4cd4ac083c5a63ec97c4429>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in :0 (Filename: Line: 0) And if possible could you make a version without a safezone. I run an NPC heavy server and they keep getting inside.
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BeautyKilled: me and my whole team died inside our homes on our beds.... house not broke at all. says we died by ourselves. [7:18 AM] BeautyKilled: as in killed ourselves NEW [7:18 AM] JoeB: thats odd [7:19 AM] BeautyKilled: yes. it is. i cant figure it out. one of us had just been on 4 days ago and all was fine. the other 2 of us had not been on in l [7:19 AM] BeautyKilled: a week [7:20 AM] BeautyKilled: but we was all alive when the other had last signed on, then this time we all sign on and all of us are dead even him [7:20 AM] BeautyKilled: i shall store my hot bar stuff from now on incase we commit mass suicide in our sleep again lol [7:21 AM] BeautyKilled: o hell even backpack stuffs gone [7:22 AM] JoeB: what are you missing? [7:23 AM] BeautyKilled: my guns, clothes, melee, meds, hazmat and ammo [7:23 AM] BeautyKilled: is all i usually keep on me [7:24 AM] BeautyKilled: but you dont know of a way we could of died? house wasnt damaged and we was all asleep in our rooms [7:24 AM] BeautyKilled: it said was killed by beautykilled [7:27 AM] JoeB: i know if you dont log on for 7 days it would wipe your base but not sure if it will kill you thats what i have to ask about and [7:28 AM] JoeB: if your in a team as long as someone logs on it wont wipe your base [7:28 AM] 0rangeHeart has connected! [7:28 AM] BeautyKilled: i know. he signed on, so houses are fine. [7:29 AM] BeautyKilled: but we was dead even though we was in the bases [7:29 AM] BeautyKilled: none of us had been on for 7 days, except 1 guy [7:29 AM] BeautyKilled: but he also was dead [7:30 AM] BeautyKilled: but bases fine [7:30 AM] Bribo has connected! [7:30 AM] JoeB: were any of your windows open when you got on? [7:31 AM] BeautyKilled: no, shutters closed. and 2 of us was asleep upstairs. 1 downstairs. [7:32 AM] JoeB: ill ask pw if he knows anything, im not sure what happened if there is anything you lost you want back let me know [7:33 AM] trying to figure out what happened @nivex Had my admin point the conversation out to me this morning. I do have "Kill Inactive Sleepers": true, set. But as far as any of the other shit happening. I'm not really sure about it. Especially the part about their backpacks being wiped. Is that even a thing? I assume inactive sleepers being killed means they will be killed even if their base is protected, yeah? But I'm guessing maybe that one active player got caught in the crossfire. The part about the shutters being closed is because we have a Bradley roaming the ring road. But it's the backpack (umod) part that's messing with me. It's set to not drop on death. Has been for a very very very long time. And nobody else has mentioned it dropping at a raid/abandoned/global. So why now?
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@Jaws Sorry I should have clarified. The plugin I use now is similar in some ways to SereverRewards (which was the plugin I used before). So the command option or if you want to go as far as setting it to be a custom large box with skin and alt name will work as well. Having the NPC open the UI won't change anything. So "Personal Marketplace": { "description": "<color=#ffa500>some words here</color>", "iconName": "https://i.imgur.com/qkiU1Rn.jpg", "commands": [ "marketplace.give $player.id" ], "displayName": "Personal Marketplace", "cost": 1000, "cooldown": 0 }, or "box.wooden.large_0": { "shortname": "box.wooden.large", "customIcon": null, "amount": 1, "skinId": 2618923347, "isBp": false, "category": 3, "displayName": "Personal MArketplace", "cost": 1000, "cooldown": 0 }, I think that's the right category
- 72 comments
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- 72 comments
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- 72 comments
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I can confirm that I have the exact same issue. However this spams one server load. Seen in RCON. Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.BankSystem+<OnLootSpawn>c__AnonStorey1.<>m__1 () [0x0000b] in <4adde3cf64154a87bcef51352d917e26>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <9882f28dc2204b4dba514a9ad18f5042>:0
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- 72 comments
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Would it be possible to add a check for distance on deployables and building blocks? This will clip through and place right over anything near it or hang right off the end of a building. Blocking placement and adding a chat response along the lines of "this thing is too big. go someplace else" Or "you don't have enough room" would be a nice addition.
- 72 comments
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