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Everything posted by Ham Hinkleman
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ok. thanks. I just tested one of the events and it ended before I the crate was ready to be hacked. Is there a way when there becomes an event owner that the time resets or freezes or something? or is there something in the config I'm missing that makes it so the event stays active until the crate is hacked? I have my config set to the same as your example and when the timer for the even ran out, the crate just poofed with 10 seconds left. that would really suck to be a regular player on the server.
- 65 comments
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- 65 comments
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Does Depot Gates from Dynamic Monuments affect this plugin in any way? Such as blocking its path? Also, procedural maps can be buggy with train tracks, for example having a pole or other non-removable prefabs in the path or just misaligned tracks. Do those scenarios make the train stop & ruin the chase?
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- 2 comments
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- 179 comments
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- #monuments lock
- #lock monument
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- 65 comments
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- 65 comments
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Failed to call hook 'OnSamSiteTarget' on plugin 'SimplePVE v1.2.14' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.SimplePVE.GetMountedPlayer (BaseMountable m) [0x00000] in <2237b26284ba414d87d9f485c0212b46>:0 at Oxide.Plugins.SimplePVE.OnSamSiteTarget (BaseEntity attacker, BaseEntity entity) [0x00063] in <2237b26284ba414d87d9f485c0212b46>:0 at Oxide.Plugins.SimplePVE.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x02c2e] in <2237b26284ba414d87d9f485c0212b46>: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 This error occurs every time a player flies a drone with c4 at launch and the SAM Sites attack it. Anything you can change to remove this error?
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- 7 comments
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- #search and destroy
- #snd
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- 2 comments
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- #simplekits simple kits
- #tryhard
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- #simplekits simple kits
- #tryhard
- #tryhard kits
- #kits by tryhard
- #performance
- #light
- #performant
- #amounts
- #rust servers kits
- #kits with menu
- #kits rust
- #in-game management kits
- #kits with editor
- #rust kits plugin
- #kits rust plugin
- #rust kits
- #sets
- #kits umod
- #rustkits
- #kits plugin
- #kit
- #kiticon
- #kits ui
- #kits tryhard
- #kitsui
- #item kits
- #customizable kits
- #cooldowns
- #kits in menu
- #kits
- #kit cooldowns
- #items
- #server management kits
- #set
- #rust plugin for kits
- #rust kit plugin
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- 27 comments
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- #playerspawnpoints
- #spwn points
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- 27 comments
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- #playerspawnpoints
- #spwn points
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- 27 comments
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- #playerspawnpoints
- #spwn points
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- 1 comment
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- #premium
- #lederboard
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- 27 comments
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- #playerspawnpoints
- #spwn points
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So the returning players would only spawn in the arena if they had the correct permissions? I read the config as you can set it for new, returning, or for just permission based players. Because I don't want all players on the server to be spawning in the arena, just those that are participating. PlayerSpawnPoints.json
- 27 comments
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- #playerspawnpoints
- #spwn points
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What I'm looking for is a way to use this in an arena I've built. So not necessarily with new or returning players. Just when they come to the arena "zone" they are given the correct permission to spawn after death on one side or the other side. I thought just adding the pos to the config and making those permissions would do it, but I could never get myself to spawn at those locations, just vanilla points.
- 27 comments
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- #playerspawnpoints
- #spwn points
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- 27 comments
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- #playerspawnpoints
- #spwn points
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(and 2 more)
Tagged with: