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Everything posted by T-Nuts
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So I had a player reach out and say that when he reloads his Rocket (proto) it says it loaded 30 (I use Weapons Turbo plugin) but only loads 5. It takes 25 out of his inventory regardless. So the Rocket is set in the config to hold 5 but Weapons Turbo lets it hold 30 but it takes the amount from Weapons Turbo and vanishes those other rockets into thin air.
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Great plugin to have to have varying C4 and Rocket damage. I've added mine to Raid Bases but I'm sure you can add this where ever you see fit for your server. Owner has also gone above and beyond correcting and issue while using some of the Skill Tree buffs/skills. No regerts (yes I know but who doesn't remember this joke way back in the day) getting this plugin. Players also enjoy it
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These sentry turrets are not engaging when using the Defendable Homes plugin. Once NPCs start showing up they only shoot if they are hit by the NPC by some kind of weapon.
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I've gotten a few mentions that when the guards show up after killing Bradley at Launch, they don't get any XP (SkillTree) or RP (ServerRewards) from killing them. I don't see any settings in the config either for this unless I'm missing something
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Nevermind, see that plugin is on uMod. I'm sure I'll figure it out now. Sorry, been a long day. You can close this
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Been trying to figure out how to create custom spawn points on the map for bases to spawn at. For instance a map I'm using has raid spots or raid islands that I want the bases to spawn at and not at random spots on the map. Struggling trying to find a command or how to go about this. Thanks
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Yes I told my players to not get those items in Skill Tree for now until something is figured out. I'lll unload later this evening and reload in that order to see if anything changes
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Also the rocket_tier1 Rocket Launcher is being affected by Skill Tree. This time I tested the increased rocket velocity and it seems to affect the damage as well. Above the red line was just the rocket speed increase. Then below it is when I removed it or clicked respec to set it all back to zero.
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So I have the proto4 Rocket Launcher and it does 1000 damage with HV's. When doing a Nightmare Bradley (6000 Health right now), Bradley will take 1000 damage. When I add the Skill Tree item shown, it reduces that damage back to Vanilla it seems. Not sure if this is an issue with this plugin or something I'd need to reach out to Skill Tree about
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Sorry, just realized you added multiple commands to be added. Disregard
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I was wondering if we could have what they get from the Lucky Block into their inventory show up in chat? I see the description in the config but that doesn't seem to show up in chat. I know it shows what they get above their Health bar but could we add a message to chat as well when they get something? That way if it's a custom item that they are unsure of the message will tell them.
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Failed to call hook 'OnServerInitialized' on plugin 'UltimateIndustrialFarm v1.5.1' (TypeLoadException: Could not resolve type with token 010001d3 from typeref (expected class 'ProtoBuf.PerformanceReport' in assembly 'Rust.Data, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null')) at (wrapper managed-to-native) System.Reflection.MonoMethodInfo.get_method_info(intptr,System.Reflection.MonoMethodInfo&) at System.Reflection.MonoMethodInfo.GetMethodInfo (System.IntPtr handle) [0x00000] in <f98723dd4586469db5213ec59da723ca>:0 at System.Reflection.MonoMethodInfo.GetDeclaringType (System.IntPtr handle) [0x00000] in <f98723dd4586469db5213ec59da723ca>:0 at System.Reflection.RuntimeMethodInfo.get_DeclaringType () [0x00000] in <f98723dd4586469db5213ec59da723ca>:0 at MonoMod.Utils.Extensions.Is (Mono.Cecil.MemberReference mref, System.Reflection.MemberInfo minfo) [0x0008f] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at MonoMod.Utils.ReflectionHelper+<>c__DisplayClass20_0.<_ResolveReflection>b__23 (System.Reflection.MethodBase m) [0x00000] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at System.Linq.Enumerable.TryGetFirst[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate, System.Boolean& found) [0x0003f] in <8b0c76c7efa244bc95eeee75bf1314cd>:0 at System.Linq.Enumerable.FirstOrDefault[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x00000] in <8b0c76c7efa244bc95eeee75bf1314cd>:0 at MonoMod.Utils.ReflectionHelper._ResolveReflection (Mono.Cecil.MemberReference mref, System.Reflection.Module[] modules) [0x008fc] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at MonoMod.Utils.ReflectionHelper.ResolveReflection (Mono.Cecil.MemberReference mref) [0x00000] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at MonoMod.Utils._DMDEmit.Generate (MonoMod.Utils.DynamicMethodDefinition dmd, System.Reflection.MethodBase _mb, System.Reflection.Emit.ILGenerator il) [0x005f2] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at MonoMod.Utils.DMDEmitDynamicMethodGenerator.GenerateCore (MonoMod.Utils.DynamicMethodDefinition dmd, System.Object context) [0x00342] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at MonoMod.Utils.DMDGenerator`1[TSelf].Generate (MonoMod.Utils.DynamicMethodDefinition dmd, System.Object context) [0x00013] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at MonoMod.Utils.DynamicMethodDefinition.Generate (System.Object context) [0x00149] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at MonoMod.Utils.DynamicMethodDefinition.Generate () [0x00000] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.MethodPatcher.CreateReplacement (System.Collections.Generic.Dictionary`2[System.Int32,HarmonyLib.CodeInstruction]& finalInstructions) [0x006a4] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, HarmonyLib.PatchInfo patchInfo) [0x00059] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.PatchProcessor.Patch () [0x000fc] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at HarmonyLib.Harmony.Patch (System.Reflection.MethodBase original, HarmonyLib.HarmonyMethod prefix, HarmonyLib.HarmonyMethod postfix, HarmonyLib.HarmonyMethod transpiler, HarmonyLib.HarmonyMethod finalizer) [0x0002a] in <6c906b4f1de440f3a86cb0ebb3f48ea6>:0 at Oxide.Plugins.UltimateIndustrialFarm.OnServerInitialized () [0x0039d] in <b022c7f93b2b41068d3f7e36fe418d12>:0 at Oxide.Plugins.UltimateIndustrialFarm.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00c87] in <b022c7f93b2b41068d3f7e36fe418d12>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0 (12:06:33) | Calling 'OnServerInitialized' on 'UltimateIndustrialFarm v1.5.1' took 209ms (12:06:33) | Loaded plugin UltimateIndustrialFarm v1.5.1 by Scalbox
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Yes there was an update yesterday that required a server restart. I'll double check my end but updated my server yesterday with the update that was dropped after the monthly update on Thursday
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Looks like this happened after Heli was shot down Failed to call hook 'OnEntityDeath' on plugin 'BotReSpawn v1.5.1' (KeyNotFoundException: The given key 'Female' was not present in the dictionary.) at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <f98723dd4586469db5213ec59da723ca>:0 at Oxide.Plugins.BotReSpawn+CustomGroup.Spawn (System.Int32 numToSpawn) [0x001c2] in <ec0e937bf0354737a88309e714c0cea7>:0 at Oxide.Plugins.BotReSpawn+CustomGroup.Setup (System.Collections.Generic.List`1[T] bsps, Oxide.Plugins.BotReSpawn+Profile p, System.String n, System.Boolean t, System.Int32 q, System.String g, System.Collections.Generic.List`1[T] sps, System.Boolean canChute) [0x0011a] in <ec0e937bf0354737a88309e714c0cea7>:0 at Oxide.Plugins.BotReSpawn.FinaliseSpawnGroup (Oxide.Plugins.BotReSpawn+CustomGroup comp, UnityEngine.GameObject gameObject, Oxide.Plugins.BotReSpawn+Profile profile, System.String name, System.Collections.Generic.List`1[T] Points, System.Boolean t, System.Int32 q, System.String g) [0x0011c] in <ec0e937bf0354737a88309e714c0cea7>:0 at Oxide.Plugins.BotReSpawn.SetUpSpawnGroup (BasePlayer MainTarget, UnityEngine.GameObject gameObject, Oxide.Plugins.BotReSpawn+Profile profile, System.String name, System.Boolean t, System.Int32 q, System.String g) [0x004e3] in <ec0e937bf0354737a88309e714c0cea7>:0 at Oxide.Plugins.BotReSpawn.CreateTempSpawnGroup (BasePlayer MainTarget, UnityEngine.Vector3 pos, System.String name, Oxide.Plugins.BotReSpawn+Profile profile, System.String group, System.Int32 quantity) [0x0005d] in <ec0e937bf0354737a88309e714c0cea7>:0 at Oxide.Plugins.BotReSpawn.DoEvent (System.String name, UnityEngine.Vector3 pos) [0x00047] in <ec0e937bf0354737a88309e714c0cea7>:0 at Oxide.Plugins.BotReSpawn.OnEntityDeath (BaseEntity entity) [0x00104] in <ec0e937bf0354737a88309e714c0cea7>:0 at Oxide.Plugins.BotReSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00e31] in <ec0e937bf0354737a88309e714c0cea7>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0
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I'm using Custom C4 and Rocket Tiers plugin and wondering if a blacklist could be added to Turbo Weapons so I could take the Skin ID's used for Custom C4 and Rocket Tiers and block them from being used with Turbo Weapons. Right now when I reload one of these Rocket Launchers, Turbo Weapons is over written by this plugin but it still takes all the Rockets. For instance I have it set to 10 as the magazine size for the Rocket Launcher. Custom Rocket Launcher max is 4 but when I reload the Rocket Launcher it still takes 10 out of my inventory but only loads 4 in the Rocket. Is this something that can be added to Turbo Weapons?
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Wow, that was super fast. Thanks so much
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I'm testing out the condition loss on the PrototypeLauncherTiers and for proto4 I would like it to not last as long. I've set the loss to 10 thinking it would work like the rocket_tier3 condition loss. It doesn't. It seems to take the normal condition loss even when I set it to 10 and then went crazy and set it to 250 because nothing that I changed it to seemed to make it lose more than the normal rate. Also haven't tested but if I'm using Skill Tree and a player has the Maintenance buff under Combat (This skill reduces durability loss by 20% per level) will this plugin override the Skill Tree buff?
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Copy that, I'll see if this resolves anything. Thanks
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He is a solo and he placed everything in his base. It's only the things I listed that won't repair but everything else will. Not sure if we can add Rope to be placed in TC or not.
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Ok this might be a map issue but I did the del assets/prefabs/npc/ch47/ch47.entity in the console and then started the event again and the CH47 is stuck out in the ocean for some reason. Just sits there the whole time. Will get my friend to message the dev of the map and see what's up
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It could potentially be the map as well because they use InfiniteVendingStock and it works fine at Bandit but there is a custom Outpost and it doesn't really work there. Just wanted to check and see if this has ever been mentioned or maybe a second set of eyes on the issue.