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Everything posted by hid333
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It seems to happen based on probability rather than being guaranteed. There were cases where the weapon was drawn after about 10 seconds, and other cases where it was never drawn at all.
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After knocking down an NPC, they will simply stand there without becoming hostile once they get back up.
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Could you add integration with collectionlog? I checked with imthenewguy, and apparently, it is necessary to use the following calls. The case plugin would need to add a call to my plugin if it's not coming from a loot container. void CollectFromPlugin(BasePlayer player, Item item, string sourceType)
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- 14 comments
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- #collecting
- #item
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(and 7 more)
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When purchasing a helicopter on the roof of the Outpost, the player is momentarily repositioned; however, it appears that the purchaser can sometimes get stuck inside the building where the NPCs are located. In some cases, the tail of the helicopter clips through the building and gets wedged in the gap. While my testing suggests this does not happen 100% of the time, I was able to reproduce the issue after several attempts. It seems to occur most frequently with the Attack Helicopter. Please look into this.
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I make an effort to list map issues here, as the information is useful for both current owners and those considering a purchase. This also helps determine whether the issue is specific to my own setup. After all, many people are not on Discord. I am certainly in favor of discussing the finer details on Discord.
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A scientist spawns near the northern entrance/exit of the Outpost. This scientist attacks players. Since it is a safe zone, no damage is actually taken, but being constantly shot at is annoying. It seems to spawn periodically regardless of how many times the server is restarted. This doesn't happen on other maps; do you have any idea what might be causing this?
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This might be a side effect of Rust's official game mechanics, but I am reporting it just in case. I have observed issues—such as rendering glitches and being momentarily dismounted from vehicles—when entering the tunnel a short distance from the Outpost. Since this issue occurs 100% of the time, it could be due to the game's official mechanics, but I would appreciate it if you could check it out. ・When exiting the tunnel, players, vehicles, and objects inside fail to render. (My render distance is set to 2500.) ・When entering or exiting the tunnel while in a vehicle, I am momentarily dismounted, and the vehicle's behavior becomes erratic. クリップ_1,787,993,456,768.mp4
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If the train runs in the direction shown in the attached photo, it gets caught on the track and cannot pass.
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There appears to be no actual harm, but the SteamID is logged to the console. The player associated with the logged ID is not currently playing the Lucky Wheel. (09:53:21) | [Own Casino Premium] 7656119*********1 (09:53:22) | [Own Casino Premium] 7656119*********3 (09:53:23) | [Own Casino Premium] 7656119*********0 (09:53:24) | [Own Casino Premium] 7656119*********4 (09:53:25) | [Own Casino Premium] 7656119*********5
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- 12 comments
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- #rollercoaster
- #rust
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(and 11 more)
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This has happened before, but the installed wheels can be retrieved by anyone. They can be picked up even without TC permissions, so please address this issue.
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I am sharing this for now, even though the video quality isn't great. The boss possesses various abilities, including teleportation and animal summoning. In this instance, I used a somewhat sloppy method to trap it against a wall, but I also observed a scenario where only the boss's lower body got stuck in the foundation. (Some players excel at this trapping technique and use it frequently.) You can observe behaviors such as: ・Teleporting, but only reappearing in the same spot ・Summoned animals disappearing immediately 0825.mp4
- 522 comments
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- #abilities
- #boss
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We have recently received numerous reports from players stating that the coordinates they are directed to—serving as objectives or waypoints—are frequently buried underground (i.e., the Y-coordinate is below ground level). While we understand that such issues can occur when using custom maps, this problem is particularly prevalent with the current map (https://codefling.com/maps/oil-point-custom-map-by-shemov). Is there any way to mitigate this issue? For instance, are there settings available to ensure coordinates are always placed at or above ground level, or options to adjust coordinate placement based on the specific map being used?
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Players have already discovered what appears to be a new glitch, allowing them to defeat the boss without taking any damage. It seems they have found a technique to trap the boss's body by sandwiching it between foundations and walls made of straw or wood. As a result, even if the boss attempts to teleport—a behavior that was addressed in a previous update—it simply reappears in the same spot, leaving it completely defenseless. Additionally, in this state, any animals summoned via skills (in this case, a polar bear) vanish instantly for some reason. This may well turn into a game of cat-and-mouse, but I am reporting it just in case.
- 522 comments
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- #abilities
- #boss
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After updating to the latest version, executing `sethome` results in a You do not have building permissions error and setting the home fails. Of course, I am executing the command in a location where I have building permissions. It works correctly if I revert to the previous version (Ver1.0.1).
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I had been using a free killfeed plugin for four years, but recent updates caused issues with plugin hooks, prompting me to purchase this plugin—which I had been interested in for some time. Before buying, I checked for: ・Flexible customization options ・UI modification capabilities ・Performance It met my standards in every regard; it is truly the definitive killfeed plugin. The support was quick to respond and handled multiple requests immediately. It’s perfect!
- 55 comments
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If a vehicle is stored while weathered or damaged, its health is always displayed as 100 in the list. However, upon loading, the original health value is correctly maintained rather than showing as 100.
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Deepsea NPCs are currently still displaying as "scientist." Could you please add support for this?
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After initializing and installing, everything appears to be working correctly. Please close this thread for now. If any issues arise, I will submit a new support ticket. Thank you for your assistance.
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After the update, custom icons appear to be displaying correctly, but for some reason, the names of certain custom NPCs are not showing up. Looking at the console logs, it seems that random names among the same NPCs fail to display. I will try checking again after resetting the settings later. I will also check whether it displays results when a full name is used for the setting. console log NPC_TB3_pirate[755] was killed by x333 NPC_TB1_Seaman[1595] was killed by x333 NPC_TB1_pirate[1675] was killed by x333
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This is an excellent plugin. I do have one request, however: It would be even better if the system remembered where the vehicle was stored and required payment—using currencies like Scrap or Economics—based on the distance when retrieving it. (Custom GTA servers, for instance, feature a system like this.)
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For some reason, the following permissions do not appear in the Permission Manager: oxide.grant group default ghostlabs.cratestack.use oxide.grant user STEAMID ghostlabs.cratestack.unlimited oxide.grant user STEAMID ghostlabs.cratestack.admin However, since I also have AdminMenu installed, they did show up there. It isn't a major issue, but I am reporting it just in case.