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Caroleenje

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Everything posted by Caroleenje

  1. Thank you that one workes! There is also an issue with the Prison event which I posted already last week in support. Could that be also looked at if possibe, please?
  2. Since the wipe: MapSkinner - Failed to compile: 'Fridge' does not contain a definition for 'SetFlag' and no accessible extension method 'SetFlag' accepting a first argument of type 'Fridge' could be found (are you missing a using directive or an assembly reference?) | Line: 119, Pos: 32
  3. Caroleenje

    Block skinning?

    No worries at all! thank you, much appreciated, that would be super helpful!
  4. Caroleenje

    Prison event

    Hi, The Scarecrows in the Prison (PrisonAlert event) spawn on the ceiling instead of in their cells. First, I thought this was a plugin conflict; however, I tested this with nothing but the plugins delivered with the map, NpcSpawn, and Whitelist, but they still spawned on the first floor under the roof instead of in their cells.
  5. Caroleenje

    Block skinning?

    Hi, I was wondering whether there are any possibilities to prevent people from skinning the planters. I imagine the answer is probably no, but I won't know without asking. We have only the default planters enabled for the special abilities to make sure there is nothing breaking the FP policies, however, some players will still reskin them to railroad through the repair table even though we advise them not to. This obviously breaks all the properties and returns the planters back to the vanilla state. Is it possible to either keep the properties so they can use the the railroad skin or block them from skinning if they have the skinID specified in the config?
  6. I'm on oxide and it surely happened with Shop from David (here from CF) and with RestoreUponDeath (so a free one).
  7. Yeah, on the latest. I better checked, because I never trust myself xD 95 "PermissionsManager" (2.1.2) by Steenamaroo
  8. oh I thought I was going crazy, but I also went multiple times through my list to find like two plugins and thought I was going crazy where I just gave up and added the perms manually xD
  9. Thank you! I completely missed the whitelist section haha. It works now.
  10. Hi, We noticed there is a minor skill point display error. If you click the top buttons to switch between the trees, the "Tree Points Spent" continues to display the amount spent in the Mining tree, regardless of which tree you select. However, if you use the arrows at the bottom to navigate through the trees, the SP spent display is correct for each tree. The new industrial traps (autoturret/shotgun) are not covered yet, so the skills to increase damage to traps and reduce damage taken from them won't work, and they don't reward any XP either. The obsidian knife also doesn't reward XP per hit while skinning.
  11. Thank you for the solution. Appreciated!
  12. Haven't seen any issues so far! Thanks for the resolution.
  13. I guess no solution to this... Please close the ticket
  14. If you dismount the pogo, the server gets spammed with this. That's why the lag most likely happens for the person above. I had this spam literally for one hour straight a few days ago where I got a warning about a memory leak caused by the spam. Video of the spam is below. Server Exception: Player Update NullReferenceException: Object reference not set to an instance of an object. at UnityEngine.Bindings.ThrowHelper.ThrowNullReferenceException (System.Object obj) [0x00018] in <541bad9922cc471fb776cf62c05b1d38>:0 at UnityEngine.Component.get_transform () [0x00006] in <541bad9922cc471fb776cf62c05b1d38>:0 at BaseMountable.GetEyeOverride () [0x00015] in <2d1dc99d19e64addb595a8e6f0b445f5>:0 at BaseMountable.EyePositionForPlayer (BasePlayer player, UnityEngine.Quaternion lookRot) [0x00014] in <2d1dc99d19e64addb595a8e6f0b445f5>:0 at PlayerEyes.GetPos (UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, System.Boolean isMounted, BaseMountable mounted) [0x0001d] in <2d1dc99d19e64addb595a8e6f0b445f5>:0 at BasePlayer.ServerCachePlayerInfo (BasePlayer+PlayerServerStates& playerStates, Unity.Collections.NativeArray`1+ReadOnly[T] indices, System.Boolean recachePosDependentOnly) [0x001c3] in <2d1dc99d19e64addb595a8e6f0b445f5>:0 at BasePlayer.FinalizeTickParallel (BasePlayer+PlayerServerStates& playerStates, System.Single deltaTime, Unity.Collections.NativeList`1[T] toUpdate) [0x0014c] in <2d1dc99d19e64addb595a8e6f0b445f5>:0 at BasePlayer.ServerUpdateParallel (System.Single deltaTime, BasePlayer+PlayerServerStates& playerStates) [0x00051] in <2d1dc99d19e64addb595a8e6f0b445f5>:0 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.BasePlayer.ServerCycle_Patch0(single) at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.ServerMgr.Update_Patch0(ServerMgr) UnityEngine.DebugLogHandler:Internal_LogException_Injected(Exception, IntPtr) UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception, Object) MonoMod.Utils.DynamicMethodDefinition:ServerMgr.Update_Patch0(ServerMgr) https://youtu.be/xaC58e-ueIc
  15. I understand, however, it also removes those that players spawn as a personal event. This is a prime example of a player report (they fought it at night, so the visibility is poor). Once the Convoy comes close, their Bradley gets removed. It's a high difficulty which costs up to 200 C4 to kill. I guess you can imagine the frustration if they are mid-fight, spending all the materials on spawning them, and on the lost C4. https://drive.google.com/file/d/1KjUMpLYbmhHRQrZX9-wv353IwtUC69D1/view
  16. Hi. I only recently started using Convoy, and everything went great until I began receiving reports of players losing their personal Bradleys. I'm using the Road Bradley plugin, where players call personal ones on the roads. The Convoy seems to destroy any obstacle in its path (understandably), including those personal Bradleys. Blacklisting roads is not always an option since fully custom maps often lack the ring road or longer paths in general. Is there anything that can be done about this? A setting that lets us choose whether Bradleys can be removed (for other owners using Road Bradley) would help greatly! Thank you for consideration.
  17. You can add them by yourself as industrial.furnace.large, however, the industrial electric ones won't work at all. Those don't take any power if you add them to the list even if they are directly plugged from the test generator. They won't light up at all.
  18. Caroleenje

    Launch Site height

    It’s ok! It was easy to miss, and if I wasn’t in Rustmaps discord I wouldn’t know about it either
  19. Caroleenje

    Launch Site height

    The height map of Launch Site changed in April, the Silo and Tunnels followed in May. The deep part no longer has the alpha mask applied, but the terrain is now carved out. The mounds don't have flat ground below them, but the terrain height matches them. I attached the screenshots. The first one is your old version of the terrain. The second one is after applying the current new height mask.
  20. Caroleenje

    Launch Site height

    Hi, The map misses the latest update for the terrain height of Launch Site which changed with the April forced wipe.
  21. Caroleenje

    UI bug

    Thank you for the super quick response and solution! I left the warning open for about 8 minutes, and I haven't seen it happen anymore (before it would be just a matter of seconds)! Thank you, much appreciated!
  22. Caroleenje

    UI bug

    Of course. Here you go. I also noticed that once I relog, the part of UI is back (until I send next warning). InfoPanel.json
  23. Caroleenje

    UI bug

    Hi, I just got this plugin to replace our old warning system, and so far, it looks great; however, before I can actually start using it in the live environment, I've noticed this little annoying bug. I'm using the Info Panel from uMod (https://umod.org/plugins/info-panel). Part of my UI is displaying random messages right in the center, below the hotbar. If I send a warning, within a few seconds, this part of the UI moves up and covers up the text. It fully disappears once I acknowledge the warning until InfoPanel reload. I don't seem to see any errors, but I noticed this Unknown Parent popping up in my client console after I accepted the warning.
  24. At first glance, it seems to work without issues. Thank you for the update!

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