-
Posts
137 -
Joined
-
Last visited
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Services
Downloads Plus Support
DOWNLOADS EXTRA
Everything posted by pinoysaboteur
-
Calling 'Unload' on 'CAltimeter v1.0.8' took 296ms (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) Unloaded plugin CAltimeter v1.0.8 by TF Crazy - Raul-Sorin Sorban's version (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) Loaded plugin CAltimeter v1.0.8 by TF Crazy - Raul-Sorin Sorban's version (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.CAltimeter+Altimeter.Instance () [0x00000] in <b3bc523933fc4920956a6b581f082064>:0 at Oxide.Plugins.CAltimeter+Altimeter.Awake () [0x0005a] in <b3bc523933fc4920956a6b581f082064>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) UnityEngine.GameObject:AddComponent() Oxide.Plugins.<OnPlayerConnected>cAnonStorey0:<>m1() Oxide.Core.OxideMod:OnFrame(Single) Oxide.Core.Unity.UnityScript:Update() SEVERAL ERRORS AND TIMES REPORTED ON VERSION 1.0.8. NO REPLY.
-
- 18 comments
-
just came up on December update. Failed to call hook 'OnNewSave' on plugin 'CWeaponEvolve v1.1.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.CWeaponEvolve+WeaponData.Load () [0x00014] in <833c44c3df434fb2bf25ab5a095c6ae4>:0 at Oxide.Plugins.CWeaponEvolve+WeaponData.Clear () [0x00000] in <833c44c3df434fb2bf25ab5a095c6ae4>:0 at Oxide.Plugins.CWeaponEvolve.OnNewSave (System.String filename) [0x00000] in <833c44c3df434fb2bf25ab5a095c6ae4>:0 at Oxide.Plugins.CWeaponEvolve.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x000b0] in <833c44c3df434fb2bf25ab5a095c6ae4>: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 <bae5f1223fce49c493b01571c99dce02>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <bae5f1223fce49c493b01571c99dce02>:0
-
- 452 comments
-
- 1
-
-
- #statistics
- #leaderboard
- (and 12 more)
-
-
- 276 comments
-
- #kits
- #sets
-
(and 36 more)
Tagged with:
- #kits
- #sets
- #autokits
- #rustkits
- #kits plugin
- #cooldowns
- #amounts
- #kit
- #set
- #item kits
- #auto kits
- #kit cooldowns
- #rewards
- #items
- #kits rust plugin
- #kits auto
- #kits mevent
- #kits with menu
- #kits in menu
- #kits and serverpanel
- #kits with editor
- #kitsui
- #kiticon
- #kits by mevent
- #rust kits
- #kits converter
- #kits umod
- #kits ui
- #kits rust
- #kit economy integration
- #server management kits
- #rust kits plugin
- #customizable kits
- #auto kits setup
- #in-game management kits
- #rust servers kits
- #rust plugin for kits
- #halloween
-
Hello X, looks like you have a good plugin here. is there a way to have multiple requirements to achieve one quest? Example instead of collect 10 bears, make a quest to collect 10 bears, 20 deers, 5 chickens and 10 boars for a hunter quest? Then this will be an awesome plugin. You will be the first to have multiple requirements. Thanks! awaiting your reply. D2S
-
Hello MuB, The plugin is having a conflict with Bank Plugin everytime I open a box. (16:20:20) | Calling hook CanUseLockedEntity resulted in a conflict between the following plugins: Bank - False (Boolean), TCAuth (True (Boolean)) (16:20:23) | Calling hook CanUseLockedEntity resulted in a conflict between the following plugins: Bank - False (Boolean), TCAuth (True (Boolean)) (16:20:26) | Calling hook CanUseLockedEntity resulted in a conflict between the following plugins: Bank - False (Boolean), TCAuth (True (Boolean)) (16:20:31) | Calling hook CanUseLockedEntity resulted in a conflict between the following plugins: Bank - False (Boolean), TCAuth (True (Boolean)) Please advice. Also is there a way you can seperate keylocks and code locks. if a player allows team on community box or door they can use other lock and if player doesn't allow they can use the other lock like key lock. thanks
- 69 comments
-
- #tc
- #authorized
- (and 5 more)
-
- 1,565 comments
-
- #leveling
- #progression
- (and 19 more)
-
NYRO- That is a feature you can turn off. I don't have all my npc announcing when they spawn. They announce it only when they spawn in the day time. I have it set for BOSSES only not default Npc's. Night time they don't spawn so everyone see's it only once when day comes. Just turn off announce for that bot. Hope this helps.
-
- 452 comments
-
- 1
-
-
- #statistics
- #leaderboard
- (and 12 more)