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Everything posted by HunterZ
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I'm also working on adding offline protection features for apartments and rentable shops, so maybe it will also avoid whatever that case is, by going down the new code paths instead.
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Can't find any obvious NREs in OnStructureAttack(), but I'm bolstering a couple spots in the hope that I've missed something.
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Changed Status from Pending to Work in Progress
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@fullwipedcan you test this?
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Make sure you're stopping your server by typing `quit` into the console and not by hitting Ctrl+C or closing the terminal window.
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This shows only a few NREs: Vehicle Deployed Locks: Update to 1.14.1 to fix this Building Sites: Report this to the developer in a support ticket: 11:46 [Error] Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.BuildingSites+BuildingSite.GetSiteByBuildingPrivilege (BuildingPrivlidge buildingPrivileged) [0x00058] in <bfd8f968920d4b4a8735db057ad76f3a>:0 at Oxide.Plugins.BuildingSites+<>c__DisplayClass15_0.<OnEntitySpawned>b__0 () [0x0000f] in <bfd8f968920d4b4a8735db057ad76f3a>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <15f61ddda771464d8246ebdce8ff4811>:0
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Players don't see logs...what is the in-game symptom that they're seeing that is making them furious?
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Not seeing this in my logs. I'll take a look but it's unfortunately going to be difficult because unlike Carbon, Oxide doesn't output line numbers to help narrow things down.
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Some of the challenges off the top of my head: Players shooting/hitting a base to check if it's protected could inadvertently trigger an extended cooldown. Possible mitigation: Not sure, as this is extremely subjective...maybe only allow damage-based protection delay to take effect based on certain types of attack, a certain amount of damage, building block breakage, etc.... Whatever it is would need to be intuitive for players. Raiders could delay offline protection perpetually by hitting the base a it with a spear, potentially giving them hours to farm and cook boom Possible mitigation: Same as above...and/or only refresh the damage-based protection delay while the base is online, effectively allowing for a longer but still limited delay once the base goes offline.
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I'll leave this open, but probably won't implement it...there are just way too many corner cases that would prevent it from being able to work well, and I'd end up with a ton of support requests due to confusion.
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Changed Status from Not a Bug to Pending
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It was reported to me that Offline Raid Protection's permissions do not show up under Permissions Manager. I found that this is true when ORP is run under Carbon, where it runs as a Carbon plugin instead of as an Oxide one. This code tweak in GetPlugs() appears to get it working: foreach (var entry in plugins.GetAll().Where(x => !x.IsCorePlugin).Select(x => x.ToString().Replace("Oxide.Plugins.", "").Replace("Carbon.Plugins.", "")))
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Changed Status from Pending to Not a Bug
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The Permissions Manager issue is due to the fact that ORP runs as a Carbon plugin under Carbon. Permissions Manager apparently does not currently recognize Carbon plugins. I'll report this to the Permissions Manager developer. In the meantime I suggest using Carbon permissions management facilities - it provides its own GUI via Carbon Panel.
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This is what the "Cooldown in minutes" config option does. It's probably not very descriptively named, but it is described in the documentation. Thanks I'll try to take a look. I'm pretty sure it shows up in Carbon panel's permission UI, and it also shows up in Carbon web panel's permissions UI.
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- 300 comments
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- #updates checker
- #plugin
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Error while compiling OfflineRaidProtection: A constant value is expected
HunterZ replied to oldmenrust's Support Report in Support
Changed Status from Pending to Not a Bug -
- 300 comments
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- #updates checker
- #plugin
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Full Rust CUI anchor + offset values are provided for each individual state. To make UI scaling stay relative to vanilla GUI elements, you'll want to: Keep min and max anchor the same Set anchors to 0, 0.5, or 1.0 to anchor to screen center, a side middle, or a corner ("0.5 0" default anchors to bottom middle) Use various min and max offset values to control both offset from the anchor and size
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Actually this is a nothingburger - I just reloaded the plugin at a bad time.
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Apps like RustPlusDesk seem to still detect when and where CargoShip and Building Blocked volumes spawn, even when they aren't getting map marker data.
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This doesn't have a config file, you have to edit values in the code to turn features on and off.