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Everything posted by hid333
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It seems that it doesn't display depending on the clothing skin. After trying it a few times, I found that sometimes it lights up and sometimes it doesn't. The plugin fix itself seems to be complete, so there's no problem with closing it. Thank you.
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I have confirmed that it works properly. I’m very happy to see it revived after such a long time. Unlike before, the first and second times only have sound, while the third time includes both light and sound for the resurrection. It would be easier to recognize the resurrection if there were light effects for the first and second times as well. Also, this may just be in my environment, but the sound for the first and second times feels rather quiet. Just wanted to report this.
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"Lock Attack: When a player enters a locked monument, do we lock their attacking abilities?": false, Even with the above setting, if a player enters a monument locked by another person and attacks NPCs, the damage does not register. Once the lock is released by the other person, damage is applied normally. We confirmed this behavior at the harbor, but it may also occur at other monuments. We kindly ask for your confirmation.
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When registering a custom item, it also affects the base item (skin ID 0), so recycling the base item produces the same output as the custom item. My intention was to differentiate them by skin. For example: item shortname: keycard_blue, skin ID: 123456789, recycling result: scrap x 10 item shortname: keycard_blue, skin ID: 246810, recycling result: scrap x 20 I intended to have them separated in this way.
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Would it be possible to support custom items? For example, I am using a BlackCardKey with a skin applied to a BlueCard key as a custom item. I would like it so that when this item is recycled, it produces scrap, but I want the default Blue Card key to be excluded from this.
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In the previous version, if you sorted by the top player's results, the sorting order would be preserved the next time you opened the game. However, since the update, it resets every time. I would like the option to either save the sorting order or specify it in the configuration file. Also, what is the status of the previously suggested feature for granting permissions to top players? At present, it seems that a command is executed when a player reaches the top. I would like the ability to grant permissions to the top player (ideally those in 1st through 3rd place), and have it automatically revoke permissions from all others when someone else reaches the top.
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There's an invisible wall here too. Is it by design that you can climb up from below but can't get in from above?
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How is the situation going?
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Even if I slash the red card in MINING RIG, only one door opens. Also, when the door opened, there was an invisible wall and I couldn't get in. When you look at the RustEdit screen, it looks like it's surrounded by walls...
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There is a missing section of the sea near T10, causing players to fall. Also, there are no bears at Trailer Campsite O24...
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If it were possible to grant permissions (scrap_rank1~3, etc.) to the current top ranked player (or 1st to 3rd place, etc.), we would be able to compete even more in the rankings, so we would appreciate your consideration. Players with scrap_rank1 permissions could be granted various benefits, and it would also be possible to integrate with various plugins.
- 1 comment
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- #scrap
- #leaderboard
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"The path to the crate that appears at the place of death (empty - not used)": When I set a crate to "The path to the crate that appears at the place of death (empty - not used)", its contents are reflected without any problems (setteing loottable&stackGUI). Similarly, is it possible to make the contents of a crate specified in "Loot table from prefabs (if the loot table type is 4 or 5)" be reflected as well? It used to be reflected properly in the first place. I was using it without any problems, but since the May update (loottable&stackGUI? BossMonster? Both?), it has stopped being reflected. This is disappointing, and I have not been able to properly provide the boss plugin to server participants. I am looking forward to the rewards like before.
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This is being done with the default settings. After requesting rescue, fireworks go off, but sometimes no zombies spawn and the event doesn't start. The timer displayed at the top also remains stuck at 3m1s. Is there a way to fix this? If it starts the moment they spawn defendablebase, it seems to proceed without any problems. This issue appears to occur if rescue is requested some time after a defensible has occurred. As an aside, If I press the down button on the elevator, an error occurs and the connection is disconnected.
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- 248 comments
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- #eventmanager
- #manager
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(and 5 more)
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I see, if that's the case then it might be something I added to the settings, I'll check. I haven't changed the settings from the previous version but it was working fine then.
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This may be related to the following update, but other plants (berries) can no longer be harvested until ripe: Drug plants will need to be fully grown (ripe) before they can be harvested
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The following error keeps appearing. The setting is custom MAP, but it doesn't change if I use vanilla MAP. The error appears to occur when the taxi lands at the destination. Failed to call hook 'CanBuild' on plugin 'CopterTaxi v1.3.2' (NullReferenceException: ) at (wrapper managed-to-native) UnityEngine.Component.GetComponentFastPath(UnityEngine.Component,System.Type,intptr) at UnityEngine.Component.GetComponent[T] () [0x00021] in <935634f5cc14479dbaa30641d55600a9>:0 at Oxide.Plugins.CopterTaxi.CanBuild (Planner plan, Construction prefab) [0x0003b] in <2ff0e54fc12944d7adb9d0358954ecaf>:0 at Oxide.Plugins.CopterTaxi.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00c85] in <2ff0e54fc12944d7adb9d0358954ecaf>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <d59b507fd76240e5b62228d0eae39b73>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <d59b507fd76240e5b62228d0eae39b73>:0 CopterTaxi.json
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I thought so, but I checked just to be sure. This skill makes it easy to carelessly drop CH, so I wanted to make some adjustments for our PvE game, and I just wanted to see if it could be alleviated.
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I propose changing the color of the domes to make locked zones easier to see. Of course, this is obvious by looking at the map, but if the colors are indicated by the zone domes, it will be easier for anyone to tell visually. Please consider this.
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Upon closer inspection, it seems that even if I lower value_per_buff, tank skills still provide 100% reduction... Is it possible to adjust the reduction rate with value_per_buff (e.g., setting it to 0.5 would only reduce by 50%)?