r0gi
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Everything posted by r0gi
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When I disable TruePVE, the gun traps fire. As soon as TruePVE is active, they stop firing.
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Hi, no Problem Yes, we currently have this problem.
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Hi, if I set up gun traps, flamethrowers, or mines, for example, they don't do any damage. That's probably due to TruePVE. Can you add something so that the TruePVE settings are ignored?
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Halli Hallo... Der Raketenwerfer mit den Merhfachschuss funktioniert nicht mehr sobald man im SkillTree die Magazinerweitung geskillt hat.
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Hi my Friend.... we have noticed, that the Wolf Kiill XP Event dont work. Cann you help? Thanks
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Yes, we removed it too. Out of 10 events, not a single one could be completed. There was always a drone somewhere that couldn't be destroyed.
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Same here... Some drones also fly too low and get stuck on the building roof
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Hello, I'm sorry if my message came across as a bit aggressive. The plugin is perfect as it is and works with its features, given its current state of development. It's just that there are now so many new events that are part of the current standard, but unfortunately aren't available in the Quest plugin.
- 158 comments
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- #customizablequests
- #dezlife
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- 158 comments
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- #customizablequests
- #dezlife
- (and 6 more)
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- 158 comments
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- #customizablequests
- #dezlife
- (and 6 more)
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thx....i try this new Version tomorrow
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Look in picture pls. You know why ? Pls fix it And the Island is too clear...no forest. But the topology is right
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Hello, I noticed that the end hook OnRadtownEventEnd doesn't seem to be working properly in the HUD plugin for the RadTown event. When the event starts, the button in the HUD turns green (event active). The hook OnRadtownEventContainerDelivered works perfectly. However, when the event ends, the button remains green. The end hook doesn't seem to be triggered.
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Failed to compile 'MonumentOwner': (Input string was not in a correct format.) at void Number.ThrowOverflowOrFormatException(bool overflow, string overflowResourceKey) at int Number.ParseInt32(ReadOnlySpan<char> value, NumberStyles styles, NumberFormatInfo info) at int int.Parse(string s) at new Oxide.Core.VersionNumber(string version) in /__w/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.SDK/src/Oxide/Version.cs:line 33 at new InfoAttribute(string Title, string Author, string Version) in /__w/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.SDK/src/Plugins/Attribute.cs:line 19 at object[] MonoCustomAttrs.GetCustomAttributesBase(ICustomAttributeProvider obj, Type attributeType, bool inheritedOnly) at object[] MonoCustomAttrs.GetCustomAttributes(ICustomAttributeProvider obj, Type attributeType, bool inherit) at object[] RuntimeType.GetCustomAttributes(Type attributeType, bool inherit) at Attribute[] Attribute.GetCustomAttributes(MemberInfo element, Type type, bool inherit) at Attribute Attribute.GetCustomAttribute(MemberInfo element, Type attributeType, bool inherit) at Attribute System.Reflection.CustomAttributeExtensions.GetCustomAttribute(MemberInfo element, Type attributeType, bool inherit) at IEnumerator Carbon.Managers.ScriptLoader.Compile()+MoveNext() in /__w/Carbon/Carbon/Carbon.Core/Carbon/src/Loaders/ScriptLoader.cs:line 478 09/22 16:50:14 | Invalid plugin format in 'MonumentOwner.cs'. Namespace must be Carbon|Oxide.Plugins and inherited class must be Carbon|Rust|CovalencePlugin.
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Yes nice, that's exactly what I thought. That would be a cool skill. Would you do that? pleeaaaase
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nice, found it. Thanks
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Hi, can i change or edit the Bubble Radius by Nightmare ? Ich cann chance the Arena Walls Radius But with large breasts, I now have the problem that the arena wall is sometimes larger than the zone. If the wall is outside the zone, you can no longer destroy it.
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Failed to execute OnFrame callback (Object reference not set to an instance of an object.) at void Oxide.Plugins.SupermarketEvent+ControllerSupermarketEvent.SpawnPreset(PresetConfig preset, Vector3 spawnPos)+(ScientistNPC x) => { } in /home/rustserver/serverfiles/carbon/plugins/SupermarketEvent.cs:line 2596 at HashSet<ulong> Oxide.Plugins.SupermarketEventExtensionMethods.ExtensionMethods.Select<ScientistNPC, ulong>(IEnumerable<ScientistNPC> source, Func<ScientistNPC, ulong> predicate) in /home/rustserver/serverfiles/carbon/plugins/SupermarketEvent.cs:line 3980 at void Oxide.Plugins.SupermarketEvent+ControllerSupermarketEvent.SpawnPreset(PresetConfig preset, Vector3 spawnPos) in /home/rustserver/serverfiles/carbon/plugins/SupermarketEvent.cs:line 2596 at void Oxide.Plugins.SupermarketEvent+ControllerSupermarketEvent.OpenAllDoors() in /home/rustserver/serverfiles/carbon/plugins/SupermarketEvent.cs:line 2343 at void Oxide.Plugins.SupermarketEvent+ControllerSupermarketEvent.TryDepartHelicopter()+() => { } in /home/rustserver/serverfiles/carbon/plugins/SupermarketEvent.cs:line 2391 at void Carbon.Managers.CarbonProcessor.Update() in /__w/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 63
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Hi. Thank you in advance for your work, brilliant plugin. We have an idea for a new skill that our community would like to see. Could you theoretically program a skill that shows you unlooted chests in raid bases within a configurable radius? The background is: Sometimes it's really hard to find 1-2 missing chests in a large nightmare base. I could imagine that after learning the skill, you could activate it with a command, and it would then show you the chests within a 30m radius for 10 seconds. You could then expand the skill to either increase the radius per skill point, or the time the chests are displayed. The skill should also have a configurable cooldown. Is there a possibility that you could theoretically program this?
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Here, too, there are problems with NPC spawning. I noticed that when I load the plugin, NPCs spawn frequently...but when I kill them, no more respawn, and the monument remains empty for the rest of the day.
