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Everything posted by hid333
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If I revert to the older version the error doesn't occur.
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(06:42:10) | [CSharp] Started Oxide.Compiler v1.0.32.0 successfully (06:42:13) | Error while compiling ReloadAfterStartup: The name 'server' does not exist in the current context | Line: 228, Pos: 13
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Current situation: Two buttons appear. Pressing the button on the pillar does nothing. Pressing the button that appears outside spawns a sedan on the rail next to it (not inside the facility). The rollercoaster operates normally when getting in and out of the sedan. If I delete the outside button (using the remove tool) and reload the plugin, the button appears again in the same location. I’m currently investigating what might be causing the button to spawn at an offset position, as I believe that is the reason for this issue. Do you have any information or ideas that might help identify the root cause?
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Indeed, when I created a OneGrid MAP on a sub-server, it worked fine. I wonder what's causing the discrepancy... I haven't done anything in particular, and it's bothering me that there's only one button in the MAP file, but I'll look into it a bit more.
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Can I remove the shower branch marker? I would like to add a separate marker for the name of the event venue, but there are already markers there, probably due to the original prefab. Also, these have various side effects such as zones and locks, so I would like to remove them.
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However, there's nothing special in the MAP file on RustEdit and only one button. There might be some interference with the plugin.
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If I have time later, I'll try it out on a subserver using just this prefab and plugin. The main server is up and running after the wipe and has players, so I think it would be difficult to place it again...so I'll try to move it using telekinesis or something. Normally, it's attached to the pillar where the button is located, right?
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Yes, I broke it because it was stated in the instructions.
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There's only one switch in the map editor, but when you actually build a server, two switches will appear. The switch on the pillar has no reaction or feeling when pressed. The switch spawned farther away can be pressed, and sedans will spawn.
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Even after reading the explanation, I still couldn't understand what the following settings specifically do. I've left it as is for now, but if you don't mind, I'd appreciate it if you could tell me what effect it has. "Set DeepSea Enabled Flag (restart may be required)": false, "DeepSea Enabled": true
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- 6 comments
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- #realism
- #realistic
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- 6 comments
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- #realism
- #realistic
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I also purchased the Jungle and Christmas versions. Since the Christmas season is over, I removed them from the data folder, and the game would no longer load and launch. When I downloaded the latest version again, this problem occurred. Also, it seems that removing Christmas or Jungle after adding them will result in an error. (You need to set auto spawn to false.) What a surprise validator error...I fixed them one by one. There was also a typo in one of the jungle monuments. I hope they check it carefully before release.
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This is just one possible idea, but would it be feasible to introduce a “weight” attribute for fish? Specifically, each fish caught at random would be assigned and displayed with a weight value, and the rankings would be determined based on the weight of the target fish rather than simply the number caught. On many servers that currently use this plugin, we have observed cases of abuse, where players are able to coordinate with each other and intentionally secure first place together. To prevent this, allowing the fish weight to be set as a randomized value would make it much more difficult for multiple players to tie for first place, even if they catch the same number of fish. We kindly ask you to consider adding this kind of system-based restriction, in addition to rule-based enforcement, so that the competitive integrity of the event is not compromised.
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- #competition
- #event
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This is a self-reply If you turn on the loottable feature and clear all the prefab and item tables that were added by other plugins, it seems that the loottable settings will then be applied correctly. However, ideally, these settings should have been carried over automatically… I believe most users, like myself, will end up having to do extra work because of this.
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- #loot
- #lootmanager
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I am currently using Loot Table & Stacksize GUI. With the recent changes to lootmanager, I assumed that my previous loot settings would be automatically carried over, but unfortunately they were altered. Of course, I have not changed any of my configurations, including those in Loot Table & Stacksize GUI. In particular, the NPC loot has been severely affected and has become something completely different. If I am using Loot Table & Stacksize GUI, is there any way to keep using my previous loot settings as they were? The configuration in Loot Table & Stacksize GUI was intuitive and easy to understand, and rebuilding everything from scratch would be extremely time-consuming—especially with this plugin, which requires even more work.
- 78 comments
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- #loot
- #lootmanager
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Version 1.0.0
3 downloads
A follow-up to my previous work is now complete. This is a simple game where players climb upward using character-control skills and various gimmicks. On my server, I use it in combination with racetrack, and it has been extremely well received. Important: There are several required steps for proper implementation. Please purchase only if you are able to read and complete all of the instructions below. This prefab requires editing with RustEdit, so it is assumed that you are able to place prefabs into a MAP. This prefab uses electrical circuits. Implementing Oxide.Ext.RustEdit is mandatory. After placing the prefab into your MAP, several tasks must be completed in order for the course to function correctly: ・You must construct the two Catapults located on the prefab with a hammer. (They require wood and metal fragments.) ・To allow players to use the Ballista on the prefab, please provide them with items such as Piercer Bolts. You may place them in small boxes or distribute them directly using a kits plugin. Please make sure that all of the above can be carried out before purchasing. ※ You may edit the prefab, but redistribution is prohibited. ※ The screenshots are from Version 1.0 and may differ slightly from the latest version.$14.98 -
This month's update will cause a compilation error. I was able to fix it using the following, but if the author makes a fix, please give priority to that. // if (priv.authorizedPlayers.Any(auth => auth.userid == player.userID)) if (priv.authorizedPlayers != null && priv.authorizedPlayers.Contains(player.userID))
