-
Posts
1,147 -
Joined
-
Last visited
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Support
DOWNLOADS EXTRA
Services
Everything posted by BetterDeadThanZed
-
Any idea why I have 2 Bradley Control NPC's, with one being asleep? https://ibb.co/LZJ86Hm
-
If I open the Epic Loot UI while in Player mode, it won't let me close the UI because I'm in Player mode. See this screenshot: https://ibb.co/HqTYhZS In Raidable Bases, when I switch to admin mode and go near a radiable base, it says "You may not use admin cheats in this area" and I basically get stuck, not able to move. I have to switch back to player mode to get away from the base. That message just keeps scrolling by.
-
I am using the Admin Toggle plugin. When I switch to admin mode and go near a radiable base, it says "You may not use admin cheats in this area" and I basically get stuck, not able to move. I have to switch back to player mode to get away from the base. Is there a setting someplace that I need to change?
-
Health, Thrist and hunger reset when switching
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
I just tested it without Metabolism loaded and it still does it, so it's not a conflict with that plugin. -
Health, Thrist and hunger reset when switching
BetterDeadThanZed posted A Support Request in Support
When I switch back to player, my health, hunger and thirst are reset back to maximum levels. I am using the Metabolism plugin if that makes any difference: https://umod.org/plugins/metabolism -
Sorry about that. I missed the "Grant" part in the admin section.
-
Using "Toggle Groups To Revoke" setting, groups get revoked when switching to player, but do not get restored when switching to admin.
-
- 144 comments
-
- #admin
- #admintool
-
(and 31 more)
Tagged with:
- #admin
- #admintool
- #admin tool
- #admin tools
- #interface
- #gui
- #discord
- #discord integration
- #auth
- #authentication
- #permission
- #permissions
- #log
- #xray
- #adminplugins
- #administrator
- #administrative
- #administrative tools
- #administration
- #administration tool
- #admintoggle
- #admint
- #adminto
- #admintog
- #admintogg
- #admintoggl
- #player
- #player toggle
- #player auth
- #auth toggle
- #admin switch
- #auth switch
- #player switch
-
-
- 143 comments
-
- #red button
- #button
-
(and 2 more)
Tagged with:
-
- 143 comments
-
- #red button
- #button
-
(and 2 more)
Tagged with:
-
- 143 comments
-
- #red button
- #button
-
(and 2 more)
Tagged with:
-
Is this map still working? I tried loading it on my test server and when I connected, I was booted and the client side log showed this error: NullReferenceException: Object reference not set to an instance of an object. at MaterialConfig.GetMaterialPropertyBlock (UnityEngine.Material mat, UnityEngine.Vector3 pos, UnityEngine.Vector3 scale) [0x00000] in <00000000000000000000000000000000>:0 at MaterialSetup.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 at GameManager.CreatePrefab (System.String strPrefab, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) [0x00000] in <00000000000000000000000000000000>:0 at Prefab.Spawn (UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) [0x00000] in <00000000000000000000000000000000>:0 at World.Spawn (System.String category, Prefab prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) [0x00000] in <00000000000000000000000000000000>:0 at World.Spawn (ProtoBuf.PrefabData prefab) [0x00000] in <00000000000000000000000000000000>:0 at World+<Spawn>d__71.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at WorldSetup+<InitCoroutine>d__15.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 GameManager:CreatePrefab(String, Vector3, Quaternion, Vector3, Boolean) Prefab:Spawn(Vector3, Quaternion, Vector3, Boolean) World:Spawn(String, Prefab, Vector3, Quaternion, Vector3) World:Spawn(PrefabData) <Spawn>d__71:MoveNext() <InitCoroutine>d__15:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
-
Yes, it is fixed. Thank you!
-
Conflict with deployable nature
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
Do you have an ETA for the next version? I had to remove this until that is fixed because players were able to get unlimited weed from it. -
@bsdinisAre you still supporting this plugin? Still getting this error.
-
I use the deployable nature plugin and apprently a player can loot unlimited weed from a deployed hemp plant. I've already contacted@imthenewguyvia DIscord as he's the dev for that plugin.
-
- 177 comments
-
- 2
-
-
- #monuments lock
- #lock monument
-
(and 3 more)
Tagged with:
-
-
-
Ok, all is good. I set this to true and everything works perfectly now: "Disable built-in stack fix (set to true if you have problems with item stacking/splitting)":
-
I guess I was doing something wrong and I actually was comparing it with another version 2.0 config so all is good, except I'm still having the stacking issue I described above.
-
Let's review. Deleted the config file? Yes. Put the plugin in the plugin folder? Yes. Console says plugin version 2.0 is loaded. Am I missing something?
-
Reduced stack size for Sticks to 1 and now they don't disappear because they can't stack, but dragging them to mixing table doesn't work. They stay in the players inventory. Also, you say that the old config isn't compatible with 2.0, but I deleted the config file and it's exactly the same as the old config file. It's no different. I made a backup of my old config before putting this new version on the server and using Notepad++ compare feature, I found there's no difference.
-
Put the new version on the server. Gathered hemp and got 2 low quality weed. I unstacked it and then tried stacking it again and I'm down to one. I use the Stacks plugin.
