HighOnTek
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Everything posted by HighOnTek
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- 1 comment
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- #rust custom map
- #custom map
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(and 4 more)
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Tested couple other custom maps, they worked without issue... no weird prefab errors or text in map. Would love to use Kong: Skull Island again but had to switch to Synecdoche for now. Hope you can get it fixed soon
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I see what you mean. I reloaded the plugin and get similar results. [BetterNpc] Plugin loading progress at 49% [BetterNpc] Plugin loading progress at 56% NullReferenceException: Object reference not set to an instance of an object Stops there...
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Not sure if the issue is with NPCSpawn or BetterNPC ... but after Force Wipe today, none of the custom NPC's appear to be loading. The normal NPC's you would expect to see load fine, but for example Kong Skull Island map, I have all the appropriate plugins and data files loaded and none of the custom NPCs are spawning around the map, or custom monuments. This became an issue with this force wipe.
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Not sure if the issue is with BetterNPC or NPCSpawn ... but after Force Wipe today, none of the custom NPC's appear to be loading. The normal NPC's you would expect to see load fine, but for example Kong Skull Island map, I have all the appropriate plugins and files loaded and none of the custom NPCs are spawning. This became an issue with this force wipe.
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This is at Ranch, when you make a selection ... nothing happens, doesn't work... if that helps narrow down the issue.
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I am not running the MAP version with bots, I opted to go with no bots except the standard vanilla NPC's etc. so not sure if this is why... but it would appear the Ranch and Large Horse Barn stores aren't working, no interactive shop.
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The Chinook appears to get stuck sometimes on the world trade center tower ... now sure if this can be fixed or not?
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I've provided an attachment, but this large pillar like mountain structure ... its possible to get into it where I put the arrow ... you can literally move around almost around the whole thing.. could be exploited for sure. This should be addressed ASAP
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I've a feeling I know what he did ... he probably gave this perm --> Skinner.permskintry - enables try feature when using /Skinrequests Warning: trying a skin will make a copy of that item. Only give this perm to admins who are allowed to spawn items. Which has a warning, that it will duplicate an item. Should be for Admin use as it will essentially spawn an item from what I understand. I did not give this to myself in my TEST environment when testing so no wonder I couldn't duplicate an item. lol Least without him answering, this is what I suspect is going on for him.
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Very true. Lots of players though don't hang out in these sites, and I would like to think all admins and owners who utilize this plugin aren't about to mass spread an exploit that could be used on their own servers. That being said, I am trying to weight my options right now... I am currently using Skin Controller, thinking about going back to Skinner but don't want to introduce an exploit that could be used on my servers to upset the balance.
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- 1,052 comments
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- #loot
- #customloot
- (and 13 more)
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- 1,052 comments
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- #loot
- #customloot
- (and 13 more)
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@AminoThis issue has been one for little while now, I see other support tickets with same issue. Any idea on when you'll get this fixed... or you completely stumped as to what's going on, maybe don't know how to fix? Not like you to not fix something that's a known issue... so must be a good reason, yes?
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Any reason I would be getting these console errors when it attempts to spawn a raidable base every now and then? 05/08 13:02:36 | ExType: TypeInitializationException 05/08 13:02:36 | Exception while calling NextTick callback (DllNotFoundException: libgdiplus.so.0 assembly:<unknown assembly> type:<unknown type> member:(null)) at (wrapper managed-to-native) System.Drawing.GDIPlus.GdiplusStartup(ulong&,System.Drawing.GdiplusStartupInput&,System.Drawing.GdiplusStartupOutput&) at System.Drawing.GDIPlus..cctor () [0x000b0] in <04abc238e1e64b378e01047493bf1e72>:0
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I bought your plugin "StackEverything" and works just fine with that, all boxes lock. Thanks
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I use ChestStack, but I could check out your other plugin. I'll take a look for it
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I tore out the plugin completely, along with config and data files ... re-installed it and left the default config, checked perms... went into /autolock and enabled boxes and storage containers... tested again and still only puts a lock on the 1st box down... not any of the stacked boxes.
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I don't get it, I have both those options set already and still doesn't apply locks to boxes above the 1st. Can you share your config maybe please, I'll give that a try... maybe I've something misconfigured?
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That resolved the issue ... the box now applies a codelock I use another plugin called ChestStack, I noticed that the locks do not apply to any box except the 1st on the ground. The previous codelock plugin I used applied to every box no matter if they were stacked or not. I opted to try your plugin because I like the in-game interface and options. Is it possible for you to expand on this a bit, make it so boxes that get stacked also get locks applied? I'll attach and image so you can see what I mean...
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I applied your update, I'll see if that resolved the issue when I can get on to check it out.
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I get that, but I do not see small or large wood box as an option where you say to enable Lock. I saw the barrel storage ones... that's it. It's already set to true --> "Allow automatic lock on Boxes by default. (Default: FALSE)": true, where I would have thought I needed to set that setting for boxes ... but again when I go into /codelock it doesn't show in the list and when I place a box it does not place a lock. Works for doors, but not boxes. Am I missing something else?