-
Posts
170 -
Joined
-
Last visited
Content Type
Profiles
Downloads
Forums
Store
Support
DOWNLOADS EXTRA
Services
Everything posted by Dr.D.Bug
-
- 23 comments
-
- 1
-
-
- #rust
- #mechanics
-
(and 5 more)
Tagged with:
-
Version 1.1.0
545 downloads
A small Shop with two Vending (Machine/Shopkeeper) and a Garage with the options to repair your car or recycle some stuff. Nice and hopefully useful nearby a highway on your next map. Prefab Count: 1891 Useful Tools: 1 Workbench LV 2 1 Repairbench 1 Carlift 1 Recycler 1 Slotmachine Loot: 2 Barrels 1 Medical Crate 1 Tool Crate 1 Tech Parts Spawner: 2 NPC Vending Spawner (Invisible Shopkeeper) with Custom Profiles To integrate Prefab in your mapfile. Place it where you want it. Then apply high map, after this apply the texture map and finally break the Prefab. After that, pls. select all of the prefab and refresh spawn instances and check if them all in place or repeat the step refresh spawn instances after selecting each single loot item and apply refresh spawn instances again to place them correctly. To edit the two Shopkeeper Profiles, you need to copy them in your RustEdit-Folder ...\RustEdit\VendingPresetsFree -
Version 1.0.0
648 downloads
A small military communications center with a medium leveled Riddle. To solve the puzzle, watch out for the lights above the red door. The electrical Components have also dedicated colors associated to them. Always remember, time is running out... Prefab Count: 616 Loot: 2 Barrels 1 Medical Crate 1 Food Crate 3 Normal Crate 1 Elite Crate Required: 2 Fuses 1 green Keycard 1 blue Keycard Spawner: 5 Scientist NPC Spawner (Can be removed if required for any Bot-Plugin) To integrate this Prefab in your mapfile. Place it where you want it. Then apply high map, after this apply the texture map and finally break the Prefab. After that, pls. select all of the prefab and refresh spawn instances and check if them all in place or repeat the step refresh spawn instances after selecting each single loot item and apply refresh spawn instances again to place them correctly. Ingame Screenshots will follow soon...Free- 1 review
-
- 1
-
-
- #communication
- #small monument
-
(and 3 more)
Tagged with:
-
- 11 comments
-
Is it possible that samsite does not work since last update or since version 2.6.5? I can remember them working, but not exactly until which version pls. help ...could it also have something to do with the zone manager? I have now worked with zones for the first time. But outside these zones the behavior is the same
-
-
When the guards appear, they only react to the player who made the event when they are about 40-50 meters away from the player. If the player is just a little further away, he easily can sniper the guards away without any resistance. Is it possible to change the value of the distance at which the Guards react? Maybe similar to the "Bradley Max Fire Range": for example?
-
Hi, although the plugin works, we sometimes get this errormessage in our console log: Failed to call hook 'OnEntityTakeDamage' on plugin 'ArmoredTrain v1.2.1' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.ArmoredTrain+ATrainHeliHeli.SetTarget (BasePlayer player) [0x00000] in <3a50edb40ca64fc583b430a177308a80>:0 at Oxide.Plugins.ArmoredTrain+Train.BecomeAgressive (BasePlayer player) [0x00125] in <3a50edb40ca64fc583b430a177308a80>:0 at Oxide.Plugins.ArmoredTrain.OnTrainAttacked (BasePlayer attacker) [0x00000] in <3a50edb40ca64fc583b430a177308a80>:0 at Oxide.Plugins.ArmoredTrain.OnEntityTakeDamage (ScientistNPC scientistNPC, HitInfo info) [0x00086] in <3a50edb40ca64fc583b430a177308a80>:0 at Oxide.Plugins.ArmoredTrain.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00a5b] in <3a50edb40ca64fc583b430a177308a80>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in :0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0 any ideas?
-
-
I'd like to revisit the idea of expanding the bots' weapon portfolio a bit. I would have wished that weapons, such as the water pistol or the water gun could work with these bots. Is there actually an overview of weapons that can be used by the bots in total? I'm not really expecting that, but it would be nice to know. Sorry@Steenamaroofor picking up an old topic again
-
After todays Rust Update we get this error message: Error while compiling: BradleyGuards.cs(172,34): error CS1501: No overload for method `Init' takes `14' arguments Help
-
I had some plugin messages in the console log like these... [BotReSpawn] A bot at Airfield 0 has no weapon. Check your kits. ...and saw that the bots are running around without any equipment any more Then i found this not yet documented Feature: Keep_Default_Loadout and tried to set it to true and it luckily works. What exactly "Keep_Default_Loadout" means? A default Bot without Kit should wear Scientists Stuff?
-
I even tested to reduce the spawn and roam distance with different sizes, but the bots don't keep the distance. Ist there a minimum/maximum for these parameters? "Bradley Crew Max Spawn Distance": 20, "Bradley Crew Max Roam Distance": 25,
-
-
As in the previous versions, the bots really often run so far away that the Bradley can be looted by the player without any resistance. When these guys still run away, what's the point then for all these well equipped and strong bots anyhow?
-
When i send Bots by console command to a specific player (by name or ID) it works fine, but when i try to send bots via the GUI to the same player the bots were always sent to myself. Console-Example: botrespawn toplayer Someoneelse Zombie_Test [BotReSpawn] 'Zombie_Test' bots deployed to Someoneelse. GUI-Example (not included but you can imagine) [BotReSpawn] 'Zombie_Test' bots deployed to Dr.D.Bug.
- 1 reply
-
- 1
-