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Everything posted by NavyChief
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I think the crash site should have support for new guards showing up after some time; like a rescue mission. They can either be dropped from a HELI or c0ome in a vehicle or whatever makes sense... but the config can have the amount of time between crash and when they show up!!!
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When no changes / updates are discovered; why not add the time / date stamp to that message too!! Maybe even the list of items not found too
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I sent you in DISCORD what I have been able to find thus far.
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I have a building I add to all my wipes that is usable by all players... it has a recycler, tool benches, boxes for storing during heli attacks that is protected by a zone manager zone to not allow the following: "NoRemove, EjectSleepers, UnDestr, NoDecay, NoBuild, NoDeploy, LootSelf, NoPlayerLoot, NoCollect, NoEntityPickup" This way until they have a base they can use this /town to take care of things.... they can also use it for heli fights as to not destroy there own base. NOW the problem is with the WarMode mod now PVE players will never be able to use it no matter if I am PVE or PVP... it would be nice if there was a way to declare a building or zone a Neutral Zone so PVP and PVE can share it; which means they can use the existing containers.
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I am confused when I first bought this mod I saw skins came with it... so what changed? Was the previous way the mod worked giving us skins we did not pay for? Whats the point of paying $25 for a mod to add skins for people; and it has no skins. Where do I get skinner packs? Once I buy them they are tied to my steam account; how do my players get access to them? So many questions that I did not need to ask because when I first bought this mod the skins were just there. I Need some help on the logistics of this. I mean wouldnt it be easier to just use the following mod / pastebin file? https://umod.org/plugins/skins https://pastebin.com/FJagKRMq
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- 315 comments
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OK I got it working -- operator error
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I keep getting invalid command... can ANYONE help? What am I doing wrong? Yes I have the warmode.admin permission
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HELP I think I am using the new v3 Skinner wrong When I drag a large wooden box I see several available skins but when I drag other items I see none... is there a setting I am missing... how do I get it to act like the old version where I can drag an assault rifle to it and I see a bunch of skins available... right now I do not I set the following config to true but do not know if this is the right way "Dev Mode - unlocks all skins": true I feel like this is not correct since it says DEV MODE OK I turned it off as to not get banned but I still need to understand HOW THIS mod works,,,someone please help!!!
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I tried everything; I read the instructions and still cannot figure it out. What the heck am I doing wrong here??
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@Whispers88 are you planning on responding? I need to know if this is my issue or a mod issue and get it fixed.
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In my case the /skin menu shows NOTHING http://www.the-joys.com/rust/Skinner.jpg
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For some reason with this version (not sure of other versions at this point) the /SKIN is not populating the possible skins to use... amd I missing something?
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Sorry to my discord? It has an open invitation here https://discord.gg/K38ggrpURu
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I am an idiot as I updated NPCSpawn and did not follow the instructions above in orange.... Do you have steps for me to recover?? Do I need to recover??
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Which plugin config... shipwreck or lootmanager?
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All you say is loot manager disabled; but does this mean we have to take steps to get loot corrected in ShipWreck or no??
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(08:55:12) | Loaded plugin UpdaterNpcSpawn v1.0.0 by KpucTaJl [20ms] (08:55:12) | Failed to call internal hook 'OnServerInitialized' on plugin 'UpdaterNpcSpawn v1.0.0' [352240293] (Cannot create a file when that file already exists.) at void System.IO.FileSystem.MoveDirectory(string sourceFullPath, string destFullPath) at void System.IO.Directory.Move(string sourceDirName, string destDirName) at void Oxide.Plugins.UpdaterNpcSpawn.ReadAndRenameConfigOldNpcSpawn() in /home/container/carbon/plugins/UpdaterNpcSpawn.cs:line 171 at void Oxide.Plugins.UpdaterNpcSpawn.OnServerInitialized() in /home/container/carbon/plugins/UpdaterNpcSpawn.cs:line 237 at object Oxide.Plugins.UpdaterNpcSpawn.InternalCallHook(uint hook, object[] args) in UpdaterNpcSpawn.cs/Internal:line 23 (08:55:35) | Unloaded plugin UpdateChecker v4.3.2 by tofurahie (08:55:50) | Failed compiling 'NpcSpawn.cs': (08:55:50) | 1. } expected [CS1513] (NpcSpawn 32 line 6330) (08:55:50) | 2. ; expected [CS1002] (NpcSpawn 32 line 6330) (08:55:50) | 3. #endregion directive expected [CS1038] (NpcSpawn 3 line 6331) (08:55:50) | 4. The type or namespace name 'NpcSpawnExtensionMethods' does not exist in the namespace 'Oxide.Plugins' (are you missing an assembly reference?) [CS0234] (NpcSpawn 21 line 7) (08:55:50) | 5. 'Dictionary<int, HashSet<string>>' does not contain a definition for 'Any' and no accessible extension method 'Any' accepting a first argument of type 'Dictionary<int, HashSet<string>>' could be found (are you missing a using directive or an assembly reference?) [CS1061] (NpcSpawn 37 line 70) (08:55:50) | 6. The name 'EntityManager' does not exist in the current context [CS0103] (NpcSpawn 13 line 828) (08:55:50) | 7. Use of unassigned local variable 'player' [CS0165] (NpcSpawn 80 line 4471) (08:55:50) | 8. 'string[]' does not contain a definition for 'Last' and the best extension method overload 'AnimationCurveEx.Last(AnimationCurve)' requires a receiver of type 'UnityEngine.AnimationCurve' [CS1929] (NpcSpawn 35 line 4684)
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This is the most complicated plugin I have and at one point I set the config up to have the difficulty level increase over the time since wipe.... so easy ones at the beginning and easy=nightmare near the end of the wipe... for some reason now I cant recall how I did it; and somehow in one of the updates that feature was removed or reverted. How do I set it up again?
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THANK YOU!!!!!!!!!!!!!!!
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I sent it to you in a private message.
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I cannot figure it out... my INFOPANEL (/info) is blurry... can someone PLEASE HELP!! Blurry Panel Thanks Eric