
HighOnTek
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Everything posted by HighOnTek
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I'm being told players can't change item skins on tugboats even though they are authed on the tugboat. When they enter /si it tells them they must have building auth. However they can skin items just fine in a base where they've placed a TC. Is this a known issue with the introduction of Tugboats, as there is only an issue reskinning items on the boats?? Thanks
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Sending to you now in Discord.
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KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <fb001e01371b4adca20013e0ac763896>:0 at Oxide.Plugins.UpdateChecker+<CheckNewVersion>c__Iterator2.MoveNext () [0x00409] in <fe03d2d918974a50b9d486af52c7a8e1>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <0b31faaf1c50461d95c83ac166a20393>:0 (Filename: <fb001e01371b4adca20013e0ac763896> Line: 0) I'm getting the following message in console for the latest UpdateChecker. I removed the plugin, and the config. I uploaded latest version, loaded it... edited the config to include Discord hook like I have in previous config and loaded the plugin again. Which key is this looking for?
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Not sure if this is related to yesterdays update or not, but NPC Raiders with its default settings works good. Today I attempted to customize the loot profiles for "easy" as I assume I can have different loot profiles for each level of difficulty? Anyways, I followed your instructions and when I launched a raid, went to check the loot after there was absolutely nothing for loot. Created Loot Profiles /raidme loot add <easyloot> /raidme loot add <easyloot2> Went into the datafile for the two loot profiles, edited the min and max... nothing else. Went into NpcRaiders config added profile names under easy section for; "Npc drop loot config names": ["easyloot", "easyloot2"], Reloaded oxide NpcRaiders Plugin None of the NPC's had loot. What am I missing?
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Before I commit to buying this map, plus the additional NPC one that's recommended with this... I would like to TEST / TRY it. So I asked if you knew of any Rust Server that is currently using this map. If so, can I obtain the connection information so I can go and check it out, explore it ... make sure it's going to work for me, before I buy. 🙂
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- #custom map
- #flouones
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- 50 comments
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- #custom map
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Alright so it looks like it doesn't like or use some items, from some kits? The guns appeared to be there, they were naked but had assault rifles which is what I had for the kit. I decided to double check to ensure your plugin wasn't using assault rifles by default so I changed the TEST kit completely to a new outfit, and the smg gun and sure enough the NPC came in with shorts, shirt and smg... so it does work, as long as the item is accepted I guess. The item I was trying to use the first time was --> https://rustlabs.com/item/arctic-suit ... and I'm not sure if other items won't work either. Any reason why this one isn't accepted?
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Triple checked the spelling, its indeed TEST all capitals... and matches exact spelling in the config as seen above. The console does not show anything beyond "Event Started for xxxxx". It's worth noting I restarted the server as well. Still get naked NPC's and then some with the Ginger attire as specified in the kits. The kits are setup the same, aren't permission based, not hidden, only difference between the two is one is supposed to be equipped with the Artic Suit, and the other with the Ginger. Unless it has an issue with the Arctic suit skin?
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Triple checked the spelling, its indeed TEST all capitals... and matches exact spelling in the config as seen above. The console does not show anything beyond "Event Started for xxxxx".
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I created 2 kits, both kits work if I redeem them manually in game. I edited the config file to try out the kits feature for the EASY and only one of the kits seems to be equipped on the npc raiders, the other guys just are just naked. The first kit TEST, does not work. The second kit Ginger works fine. What am I missing? "Spawn kits for the npcs": ["TEST", "Ginger"], Also, without creating a new loot profile... what if I just want to slightly edit the default. Where can I edit the loot file you've already pre-configured by default?
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ok, can you make it though so any updates done to a KIT via the kits plugin... are accepted and updated in WPKits vs. giving a canned response that its already been imported. It doesn't need to do a side by side comparison to verify an update, but it should definitely REMOVE and ADD again if that's easier. Like I said, when someone changes or adds an image its not updating unless the config file itself is updated with URL info for that kit. Thanks 🙂
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I run into a couple issues. I created the 1st TEST kit after adding the addons. I imported into wpkits... great. But no image, so I went back to edit the kit, adding a url link to the image, selected overwrite etc. as expected in kits gui. I noticed nothing changed in WPkits on the info panel, the image still didn't show. So I reloaded the WPKits plugin thinking it probably had to update the wpkits config json but no change, reloaded all oxide plugins for the hell of it, still no change. I tried importing the kits again, it said TEST was already imported and didn't import again. So... I created a second kit called GINGER and this time added the image url at the time of creation. I imported and sure enough it shows the kit and the image I'd expect to see for the ginger kit. HOWEVER ... now I have two TEST kits showing, plus the ginger one. Neither one of the TEST kits display with an image so it didn't even import again properly with any updated image URL which currently exists if I look at it in /kits manually. I did notice I could simple add the image url manually in the config json for the TEST kit, but this IMO is a work around, and could be annoying if kit changes need to be coded manually into the config file all the time. Anyways I looked at the config WPkits.json and it only shows the TEST kit listed once, but it displays twice in the info panel kits tab. This a known bug? { "Settings": { "Kits Currency Name": "scrap", "Main Panel Color": "0.25 0.25 0.25 0.45", "Secondary Panel Color": "0.19 0.19 0.19 0.65", "Claim Button Color": "0.31 0.37 0.20 1.0", "On Cooldown Button Color": "0.56 0.20 0.15 1.0", "Info Button Color": "0.19 0.19 0.19 0.65", "Fade In Value": 0.1, "Font Outline Color": "0 0 0 1", "Font Outline Thickness": "1" }, "Kits": { "TEST": { "» Display Name": "TEST", "» Image": "", "» Short Text": "Short kit description.\nCOOLDOWN: <b><color=#1175A5>{kitCooldown}</color></b> \nUSES LEFT: <b><color=#1175A5>{kitUsesLeft}</color></b>", "» Description": "<size=15><b>TEST</b></size>\n\n{kitDescription}\n\n{kitItemList}" }, "Ginger": { "» Display Name": "Ginger", "» Image": "https://rustlabs.com/img/items180/gingerbreadsuit.png", "» Short Text": "Short kit description.\nCOOLDOWN: <b><color=#1175A5>{kitCooldown}</color></b> \nUSES LEFT: <b><color=#1175A5>{kitUsesLeft}</color></b>", "» Description": "<size=15><b>Ginger</b></size>\n\n{kitDescription}\n\n{kitItemList}" } } }
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Updated to latest version last night, hours after it came out. Had a report today of issues. Here is the backstory and issue. TEAM existed for a fewweeks, between the players they have a couple bases across the map. Each one was built by a different player but they were authorized. One player left team last week to temporarily join another, then was added to team again a couple days ago. He had his own base, and today he went to his other team mates base ... when he stepped on a pressure pad the TRAPS got him... so he wasn't auto authorized on the traps, and or auto turrets. They weren't sure whether he was authorized on doors or if he ran in behind someone. He had to go and auth on the TC again manually in order to move around safely. Not sure if Auto Auth working properly for teams, not being acknowledged ... or if there is a bug maybe when teams have more than 1 base, built by more than 1 player... but all still on same team. ?
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This is brilliant, and a lot of fun... if I may, I have a question and maybe some suggestions? Question. In the configuration file for chance settings IE. "Cactus": 2 ... do decimals work (IE. "Cactus": 0.5 to) reduce further or does it only accept whole numbers? Reason I ask isn't for this particular command, but more for the custom commands, which leads me into my suggestions. 1. I noticed custom commands were allowed, so its possible to reward people vs. troll only. Is it possible to add a toggle (true/False) to randomly spawn this button somewhere on the map in an accessible area, on a definable minutes based schedule )? This in a sense makes it an easter egg type activity. Something I noticed was, custom command 3 : command does not have a command 3: message and appears to be listed as command 4: message. I tried to manually change it to 3, and did not work so assume this is hardcoded somewhere else... which also leads me to believe (not tested) that one cannot simply carry on with adding more custom commands. 2. Can you make it its possible to add additional custom commands in the config? (IE 4, 5, 6 etc.) This takes me back to it being an easter egg type troll thing, where chances to receive positive rewards are lower (but exist) than the troll action that's about to take place. One could really configure the chances to receive one or the other. 3. Last suggestion, I'm not OCD ... but looking at the config hurt my brain. As simple and small as it is, you have 1., then 10. down to 15., then pickup at 2. to 9. It would look visually more appealing if you had the static stuff like picture url, discord hook, font size, payback toggle etc. all at the top and then in a nice sequential order down below custom command 1, message 1, command 2, message 2, command 3, message 3, etc. etc. in order so one doesn't have to look up and down the list to try and find which message goes to which command. Know what I mean? Aside from that, love it ... players had fun and I had some good laughs. Any plans to add Payback2 as well?
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- #red button
- #button
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I applied in my TEST Server, went and destroyed some bases with C4 ... see if they have issues with de-spawning. I will continue to test it in TEST today and if seems to not have that issue I'll apply to my PROD server sometime tonight or tomorrow morning and let you know. Thanks for the help with this. 🙂
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Where would I post this, in the oxide config for raidablebases.json?
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Thanks I'll try the ent who when I notice it next ... I disabled nightmare bases for now, so just running with the 4 lower ones ... was thinking maybe its not de-spawning items properly due to spawn and de-spawn congestion and since it'll be awhile before enough people get together to tackle a nightmare base, expert is hard enough for them. lol I also increased the inactivity spawn time to 120 minutes from 45, as its low pop server and 2 hour renewals on locations good enough... might help decrease the odds of not seeing as many looted bases not having de-spawned. I haven't seen anymore floating doors yet, but going to ask my players in Discord to share locations if they run across them. I'll check out that setting you were talking about, let you know if that helped. 🙂
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- #red button
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I had my host confirm that the libgdiplus library is indeed installed. I'm leaning towards it being a bug myself... server is relatively new (within 2 months), not really running that many plugins aside from the usual administration ones... and the stack modifier I installed was done after these problems started to occur. I'll try and catch it in the console, but imagine it'll be tough as I'll have to catch it when its happening. Is there maybe an option for this plugin to create its own separate logfile that basically copies console logs for spawn and despawn of these bases for debugging purposes? This would be handy, then only this plugins log files are within that file, could capture so many lines before, and so many lines after or something so you have good picture of what's going on for each spawn, despawn. Know what I mean, or this an option already? The only copy/paste files I'm using are the ones provided by your plugin in Tier 1, 2, and 3. It doesn't seem to just happen with 1 or 2 of those copy/paste bases, its random and happens to various bases and levels. Sometimes they work, and despawn just fine... So unless multiple files copied over as corrupt or are corrupt already on download from here in the zipped file I doubt its bad copy/paste files. Happens to ones that haven't been touched, and ones that have been completed.
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Base plugin plus all 3 tiers added, no configuration changes have been made. Was installed yesterday, so its latest version. I have a Easy, Medium, Hard, Expert, Nightmore base showing on map, all appear to be bubbled. But this is the 2nd time now I've run across a raidable base that doesn't show on the map anymore, and isn't bubbled ... and hasn't disappeared when a new one spawned. I also ran across a base that was raided already ysterday and it hasn't disappeared yet. This normal behavior?
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Plugin was installed yesterday, seemed to work fine... today though I noticed its acting odd. One base did not have a bubble around it at all, just a base with no NPC's and no message saying I entered the zone. So I used ENT KILL to essentially remove the whole thing... I noticed though there was one single door left that I'm unable to remove. The EASY base that spawned and despawned next to it, had a bubble... but when it despawned from this location is too left a single door just there, floating in the air. I've attached a screenshot. I have not modified anything, did not touch the config scripts or anything ... its the Raidable Bases plugin, and Tier 1, Tier 2, Tier 3 addons. I followed the directions and like I said seemed to work good for 24 hours or so and now this. Any ideas?
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Works great, would be nice if there was a schedule option... at least for selectable sections / commands. Like the commands section, schedule to appear every hour or something so it lists this plugins commands otherwise pretty well need another plugin to explain how this plugin works to the masses. lol Otherwise nice work 🙂