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Everything posted by laodu
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If a player does not actively attack a train, how to set up an NPC to actively attack any player. The problem I am currently facing is that if the NPC does not actively attack any player, the player will get on the train and use C4 to rob the train, which will become very easy
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I did not use the relevant plugin to crack the box time, and I also encountered the issue of being unable to change the time
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I am glad to receive your timely reply! I will handle it according to the method you provided first! If there is a better way to handle it, please post a description! Thank you!
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After the event starts, the FPS of the server will decrease by about 20-30, seriously affecting performance. Did I not set it correctly? My server has I7-13700K and 64GB of memory.
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If a player triggers a keyword, they will also forward their message in the chat as a notification. Based on the settings in the plugin, whether it is true or false, I cannot avoid forwarding player messages as notifications. "General settings": { "Can filter player messages?": false, "Recent notifications command": "n", "Show time (gametime, servertime, none)": "servertime" },
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什么时候å¯ä»¥è§£å†³å±è”½çީ家关键å—的问题?自从我è´ä¹°äº†è¿™ä¸ªæ’件以æ¥ï¼Œæˆ‘就没有使用过它。
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(13:45:06) | 您已æˆåŠŸç²˜è´´ç»“æž„ (13:45:20) | [RaidableBases] raidmed8 @ L17:60 项 (13:46:15) | 没有有效的下马 (13:46:18) | 没有有效的下马 (13:46:19) | 没有有效的下马 (13:46:20) | 没有有效的下马 (13:46:23) | 没有有效的下马 (13:46:24) | 没有有效的下马 (13:46:24) | 没有有效的下马 (13:46:25) | 没有有效的下马 (13:46:25) | 没有有效的下马 (13:47:25) | [BoxLooters] ä¿å˜çš„ Boxlooters æ•°æ® æŽ§åˆ¶å°æŠ¥å‘Šé”™è¯¯ã€‚æ˜¯æˆ‘æ²¡è®¾ç½®æ£ç¡®å—?
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在“RaidableBases v2.7.3â€ä¸Šè°ƒç”¨â€œOnEntityDeathâ€èŠ±è´¹äº† 162 毫秒 (15:02:24) | System.NullReferenceException:未将对象引用设置为对象的实例 在 <a1a76f898f8c418f92ad32de2c24276b> ä¸çš„ BaseAIBrain.Think (System.Single delta) [0x000b4]:0 在 <a1a76f898f8c418f92ad32de2c24276b> ä¸çš„ BaseAIBrain.DoThink () [0x0000d]:0 在 HumanNPC.ServerThink (System.Single delta) [0x0001a] <a1a76f898f8c418f92ad32de2c24276b>:0 在 <a1a76f898f8c418f92ad32de2c24276b> ä¸çš„ NPCPlayer.ServerThink_Internal () [0x0000d]:0 在 <a1a76f898f8c418f92ad32de2c24276b> ä¸çš„ HumanNPC.TryThink () [0x00000]:0 在AIThinkManager.DoProcessing(ListHashSet`1[T]进程,System.SinglebudgetSeconds,System.Int32&最åŽï¼‰[0x00014]在<a1a76f898f8c418f92ad32de2c24276b>:0 This situation occurs every waiting period of time! Is this where I didn't set it correctly?
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- 130 comments
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- 130 comments
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- 130 comments
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- 130 comments
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- 130 comments
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If a player triggers a keyword, they will also forward their message in the chat as a notification. Based on the settings in the plugin, whether it is true or false, I cannot avoid forwarding player messages as notifications. "General settings": { "Can filter player messages?": false, "Recent notifications command": "n", "Show time (gametime, servertime, none)": "servertime" },
- 50 comments
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I only know Simplified Chinese