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Everything posted by NooBlet
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- 190 comments
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- 1
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- #permissions
- #admin
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(and 7 more)
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- 19 comments
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- #car
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im assuming you mean uploaded . the review list is normally huge . so it takes time for curators to get them released as they still have to have talk with owners as well. So this can take anywhere from 2days to 30days depending on number of uploaded files. keep in mind . lately there has been idiots that has been uploading hundreds of plugins ,that's been chatgpt generated . and that slows down the review process
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as this is a console command . and if normal rust allows it , it would work , if the plugin only supports chat commands there might be an issue .... this plugin supports console commands . that dont take in a count your spaces (meaning spaces is accounted by rust normal context) . so nothing i can do to help in this regard . hope this helps @Venedas
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it has a function that parachutes are persistent (stays in backpack slot)
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Changed Status from Work in Progress to Closed Changed Fixed In to 1.0.6
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Please delete your config file before update . i have Rewritten the config to fix this issue ive tested it over 4 different seed and it was correct every time hope this help you
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Changed Status from Pending to Work in Progress
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applied some fixes . opening test server now to test wipe cycle
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ill have a look
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Changed Status from Pending to Not a Bug
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yes the makeportal command is only to get the data that has to be entered into the config file to let the portal spawn at that monument .. and that spawned portal will be an exit only . you can only have one portal per monument , and as many monuments as you like ... monuments that duplicate like supermarcet,lighthouse and undewaterlabs are excluded to prevent issues . . so when you watch the video . i show how to do this
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i need more than that my friend. where is your current config . need the logs from console around that time what portal did you create . teammate , last death or monument
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how do you know? . id the map bounds correct for the rigs . is it a prefab from latest rust , is the prefab constraints correct ..... i dont create maps . i just make plugins . so i can show you in normal rust the plugin works ... and as i said . because i dont know what makes the oilrig different in a custom map i cant preproduce this issue . or even know how to fix it
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you need to reach out to the map dev . and ask what is different to proc map oilrig and his . .. like i said before . all this plugin does is hacking extra crate . so there is no control(from pluginside) with the npc . thats all on facepunch side . and on this case the map
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so now the question is . is the oilrig the exact same as normal rust . or did the dev of that map changed it
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no .... you did not say custom map ..... the seed and size is to get the exact map to reproduce the issue ... custom map is different .. that means there is something else going on with the npc nav spawn that could be the issue .
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ok so its the seed ... in test server with your seed and size and the heavyrigplugin not loaded . small oil ch48 npc dont move from spawn . but do in large .... with plugin loaded large all moves with event or not .. so this is not plugin its the map seed that has a nav mesh issue at small oil rig . i did record all the test if you need it