Mike6FO
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Everything posted by Mike6FO
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Pulled the map up in RustEdit to see if anything was wonky with the road path there. Could it be the side road coming too far into the main road? Doesn't look like it's quite hitting that section though and its turning the wrong way. The main road path looks OK.
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Anyway to disable the initial spawn in damage that occurs when Evil spawns wolfs? Currently, with a hazmat on, at the edge of Evil's roam range, wolfs spawn in at Evil's position and player loses 55 health. Had one player die just flying over him. evil wolf damage.mp4
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Getting the unnamed connection limit message again. But it is confirmed that its due to them hitting 20 storage adapters. So working right, just not showing the correct reason for the block. Tried a build with 21 boxes and storage adapters only (no conveyors or anything else) and got the same.
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Think I found it. BetterNPCNames. Not sure why it was only affecting this and not other NPC plugins though. Will get rid of it and bring skins back. Thanks
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Ok, I'll look at it tomorrow and see if I can figure out what is causing it. Thank you.
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Not sure why the quote but no response. I was looking for a way to keep their skins applied to their clothing, but not have them drop those skinned items in order to be compliant with the new ToS. Currently, when they die, they drop their equipped gear (with skins) and their configured loot. The loot isn't skinned, only their kits. Was hoping for a new config option to not drop their equipped gear but only the configured loot.
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I'll just remove all skins from their kits cause I still need them to drop their configured (in the plugin) loot profiles.
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Is there a way (or can it be added) to not drop their kits but only the loot tables we have defined?
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No sir, just the ones that come with the plugin. I also see that 1.0.4 1.0.5 got released, just grabbed it to update. I'll keep trying to replicate it on my end also. Thank you!
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Had a player get kicked with this message as they opened the menu while looking at ceiling. Second time it happened to them. They reconnected and were able to use it fine. Have seen other similar messages in console logs, but couldn't get more info from those folks as to what they were doing at the time. I haven't been able to replicate it myself. RPC Error in CLIENT_ChangeSkin: Object reference not set to an instance of an object. at WallpaperPlanner.%4724dd4f49a4e0983d092fef6790f52abf19e8c1 (BaseEntity+%e25d1665e13e2e8bfdec4130e427206f51fd5f69 %aa91c87ea24a820d6667e925f8c35cdbc77c4459) [0x00000] in <00000000000000000000000000000000>:0 at WallpaperPlanner.%ed5d04a58ac6e1eea8177543202752b6b75a6310 (BasePlayer %539928421f6c95676d9f28db954afe7d58e177fc, System.UInt32 %482b0e69372ffa1b0f08e44dba65b3cf4902c2bd, %bb8313f8f3e494d3fe3fc589489c7c7e206e2734 %aa91c87ea24a820d6667e925f8c35cdbc77c4459) [0x00000] in <00000000000000000000000000000000>:0 at BaseEntity.%cfa31f64000c04fc8c0137138017e03deebea77e (System.UInt32 %2ef6037671e4a7789f664c0cb56787fa13c09593, %bb8313f8f3e494d3fe3fc589489c7c7e206e2734 %6599c91381525851fb3fb8cdff3be791bafd37c2) [0x00000] in <00000000000000000000000000000000>:0 at Client.%63f95f02b0b591492d7092ac88aa64f468739e95 (%bb8313f8f3e494d3fe3fc589489c7c7e206e2734 %bc2a6363b2bed28955271d9875f02a35401413c1) [0x00000] in <00000000000000000000000000000000>:0 at %afc530b839f0dd197b74f75625decd1c6c7c8144.%5f39dc8f607092560addbad2b1df1a788e417dfd (%2815a0ff13472e347b940ea51473cbec7454fb6b %a81c11a2871aa42d5cf11fb0ea94655ff720156a) [0x00000] in <00000000000000000000000000000000>:0 at %c2012cb4c1b9dab2594d877f4281a00cb89549b8.%9834a596d650f8f92e0d588a44943c8b08991f4d () [0x00000] in <00000000000000000000000000000000>:0 at Client.Update () [0x00000] in <00000000000000000000000000000000>:0
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- 39 comments
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- #administration
- #logging
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Still crashing for me. Same error after force wipe. Runs fine at first, but tosses out those errors constantly if you try to /atrainstop
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I know this is old, but sounds like you have another plugin that's loading after EventManager that is using /em. For me it was TommyGun's payback. HTH
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- 264 comments
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- #bradley
- #bradleyapc
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- 264 comments
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- #bradley
- #bradleyapc
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It appears to be if Player1 attacks Convoy near Player2's base and Player2's auto turrets try to attack the NPCs. Since Player2 isn't the owner, they (the turrets) aren't able to kill the NPCs (shouldn't be able to) but it does flood console with the error. So 'mostly' cosmetic. HTH,
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As a temp fix, try reverting back to 2.6.8. Some of the changes from FP didn't get pushed out this wipe. 2.6.8 is working for me after update.
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- 248 comments
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- 1
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- #eventmanager
- #manager
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(and 5 more)
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Still happening with 2.6.3. I was able to scan around under Bradley using remover tool in admin mode and remove several C4 from it. It started moving again once I cleared them. Can't really see them, just have to slowly scan around for them.
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KeyNotFoundException: The given key '2083256995' was not present in the dictionary. at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <f98723dd4586469db5213ec59da723ca>:0 at Oxide.Plugins.StackModifier+<ModifyStacks>d__23.MoveNext () [0x000bb] in <a1c5020c30474a688cdddccb93daaf04>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <470ec865e9cd405cbc45cdbc22bb3c0c>:0 Stacks seem to be working, but can't go past Salvaged sword in the editor. Guessing it's the new handmade smg?
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- 193 comments
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- #stacks
- #rust stacks
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