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Dr.D.Bug

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Everything posted by Dr.D.Bug

  1. Dr.D.Bug

    Raidable Bases

    Question: Cooldowns I'm not sure if this question has already been asked here, so apologies if this is a duplicate post. Unfortunately I haven't found an answer on this yet. ... What does the cooldown between two bases of the same level mean? Is it the time between the completion of one base to the beginning of a new base, or is it the time between the beginning of one base and the beginning of another base of the same level? ... So far, it would be plausible for me that the cooldown is the time between the completion (inclusive or exclusive despawn - in addition to this question) of a base and the beginning of a new base. pls. help
  2. Dr.D.Bug

    Raidable Bases

    In the Logfile raidablebases_despawn-*.txt you are logging the despawn time from each base. Is it possible to view/log the starting time also? It would be nice to see how long each base will take to raid. Unfortunately the console log does not log any timestamp which would also help in this case
  3. Dr.D.Bug

    DeathPenalty

    It would be nice if we could also subtract some zLevel instead of Economics or Server Rewards
  4. Version 1.1.0

    551 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\VendingPresets
    Free
  5. Version 1.0.0

    670 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
  6. Dr.D.Bug

    Timelines Custom Map

    Not testet yet, but nice SciFi-Timetraveler Concept. Looking for testing it somewhere.
  7. Dr.D.Bug

    Raidable Bases

    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
  8. Dr.D.Bug

    Catamaran

    Version 1.0.0

    287 downloads

    I used this prefab slightly modified in my waterworld monument prefab, which is of course inspired by the movie waterworld. Prefab Count: 144 This is a standalone prefab without any further terrain modifiers
    Free
  9. Dr.D.Bug

    Aggro Range?

    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?
  10. Dr.D.Bug

    Armored Train

    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?
  11. Dr.D.Bug

    Raidable Bases

    Sometimes in some regions where the raidbases could spawn there is a different letter (C) visible instead of the green or red X marker in the grid view. What does this mean?
  12. Dr.D.Bug

    BotReSpawn

    The bot gear and the fact that a player is killed by a bot has nothing to do with their respawn properties or their sleeping bags. You must have a completely different problem.
  13. Version 1.0.0

    519 downloads

    Simple Garage Prefab with 2 x Car Lift 1 x Workbench Tier 2 1 x Repair Bench 1 x Vending Machine with Engine Parts Tier 3 (high) Prefab Count: 182
    Free
  14. Dr.D.Bug

    BotReSpawn

    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
  15. Dr.D.Bug

    Bicycle

    Version 1.0.0

    165 downloads

    Just a bicycle Prefab-Count: 138 This is a standalone prefab without any further terrain modifiers
    Free
  16. Dr.D.Bug

    Error compiling after Update

    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
  17. Version 1.0.0

    344 downloads

    Just a small quiet place to where even the king goes by feet. Prefab Count: 45
    Free
  18. Dr.D.Bug

    Raidable Bases

    I know that it is possible for a raidbase to spawn in a zone created by the zone manager. Check! However, it is also possible to spawn all raidbases exclusively in a zonemanager zone? For example to concentrate all raidable bases on a specific island.
  19. Dr.D.Bug

    Raidable Bases

    Is there a command which shows the actual status of currently running raidbases for admins and/or players? maybe I overlooked it , tnx
  20. Dr.D.Bug

    Naked Scientist Bots

    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?
  21. Will you equip this sized map with a rail network in the near future?
  22. 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,
  23. Dr.D.Bug

    Raidable Bases

    I just set the parameter to 1 as a test and tried to start a second base with another player. It really seems to work that way. tnx
  24. Dr.D.Bug

    Raidable Bases

    Does the Parameter "Max Buyable Events": 15, limit the buyable events overall or by player/team? When set a limit per tier to 1, can i set the limit overall parallel to 3 for all with this? I don't want to have more than 3 simultaneous RB's on my map. pls help
  25. Tested it again with version 1.4.2, but unfortunately the Guards still run away.
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