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Everything posted by BetterDeadThanZed
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Lock disappears if the modular car is on a lift when placed.
BetterDeadThanZed posted A Support Request in Support
If you have a modular car on a lift, and you place a code lock on it, the codelock disappears. Rust 2025-03-01 10-04-07.mp4 -
UltimateLocker - Lock Everything, Auto Lock & Auto Closing
BetterDeadThanZed commented on Scalbox's file in Plugins
- 139 comments
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- #carbon
- #oxide
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(and 48 more)
Tagged with:
- #carbon
- #oxide
- #security
- #automation
- #locking
- #vehicles
- #deployables
- #furnaces
- #mining
- #quarries
- #construction
- #doors
- #protection
- #weapons
- #turrets
- #storage
- #customization
- #admin
- #utilities
- #access
- #teams
- #door closer
- #auto closing
- #auto lock
- #code lock
- #key lock
- #lock everything
- #windows
- #windows lock
- #wood shutters lock
- #medieval
- #medieval entities
- #mounted ballista
- #battering ram
- #catapult
- #siege tower
- #ballista
- #medieval large wood box
- #farm
- #farming
- #farm lock
- #farming lock
- #triangle planter box
- #triangle rail road planter
- #single plant pot
- #beehive
- #chicken coop
- #cooking workbench
- #engineering workbench
- #hopper
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- 2 comments
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- #rust maps
- #discord
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(and 1 more)
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Conflict with Abandoned Bases
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
Hi, just following up on this. I assume it's something that will come with a future patch? -
- 28 comments
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- #vehicle
- #vehicles
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(and 64 more)
Tagged with:
- #vehicle
- #vehicles
- #helicopter
- #helicopters
- #heli
- #helis
- #copter
- #copters
- #attack helicopter
- #attack heli
- #attack
- #minicopter
- #mini copter
- #mini
- #scrap transport helicopter
- #transport
- #transport helicopter
- #scrap heli
- #boat
- #boats
- #row boat
- #rowboat
- #row
- #rhib
- #tugboat
- #tug boat
- #tug
- #sled
- #snowmobile
- #snow mobile
- #snow
- #tomaha
- #hot air balloon
- #balloon
- #hab
- #ridable horse
- #horse
- #horses
- #submarine
- #submarines
- #solo submarine
- #duo submarine
- #chinook
- #ch47
- #sedan
- #car
- #cars
- #modular car
- #modular cars
- #magnet crane
- #crane
- #cranes
- #train
- #trains
- #cart
- #carts
- #workcart
- #work cart
- #above ground workcart
- #locomotive
- #mymini
- #bike
- #trike
- #motorbike
- #motor bike
- #sidecar
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- 28 comments
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- #vehicle
- #vehicles
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(and 64 more)
Tagged with:
- #vehicle
- #vehicles
- #helicopter
- #helicopters
- #heli
- #helis
- #copter
- #copters
- #attack helicopter
- #attack heli
- #attack
- #minicopter
- #mini copter
- #mini
- #scrap transport helicopter
- #transport
- #transport helicopter
- #scrap heli
- #boat
- #boats
- #row boat
- #rowboat
- #row
- #rhib
- #tugboat
- #tug boat
- #tug
- #sled
- #snowmobile
- #snow mobile
- #snow
- #tomaha
- #hot air balloon
- #balloon
- #hab
- #ridable horse
- #horse
- #horses
- #submarine
- #submarines
- #solo submarine
- #duo submarine
- #chinook
- #ch47
- #sedan
- #car
- #cars
- #modular car
- #modular cars
- #magnet crane
- #crane
- #cranes
- #train
- #trains
- #cart
- #carts
- #workcart
- #work cart
- #above ground workcart
- #locomotive
- #mymini
- #bike
- #trike
- #motorbike
- #motor bike
- #sidecar
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I am using Limit Entities. I also use Abandoned Base: https://codefling.com/plugins/abandoned-bases If a player uses /sar to make their base abandoned, and it's destroyed, Limit Entities thinks they still have the base and the entities from it count towards their limit.
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- 3 comments
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- #whitelist
- #gui
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(and 1 more)
Tagged with:
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- 30 comments
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- #skilltree
- #event
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(and 4 more)
Tagged with:
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New kit isn't showing up
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
Ok so I have a different problem now that I got it to show up. It says it's free, which it isn't and it says you have to have VIP, which you don't I'm attaching a screenshot from Mevent's kits plugin to show how it's set up and a screenshot from WPKits. -
New kit isn't showing up
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
Edit: I had to edit the WPKitsData.json directly. The /import_kits command didn't add the kit to it. -
I added a new kit and did the /import_kits command. It's imported but doesn't show up in the kit section of Welcome Panel.
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How do you convert from umod?
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
I had to upload some of the files again to get them to work, even though the image links worked fine in a browser. For one of the images, I had to unload Kits, edit the data file, and then load kits again. The changes made in the UI weren't being written to the data file. Is there a way to remove the numbers when an image is in the kit and is there a way to adjust the text that says "Kit available to receive"? See my screenshot. -
How do you convert from umod?
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
So the next problem... the image I used for my kits with the umod plugin aren't working in mevent's kit plugin. Does this plugin not like jpg files? -
How do you convert from umod?
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
I've answered my own question, and this should be added to the plugin page.... You copy the kits_data.json from the umod version of kits to the new data/kits folder from this plugin and run the kits.convert command in console. That will convert your umod kits data file to mevent's data file. -
How do you convert from umod?
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
Version 4.4.4 -
There's nothing that tells how to convert kits from umod. There's a command, but when the command is used, it just says "[Kits] 0 kits was converted!". How do I convert my kits from umod?
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- 43 comments
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- #christmas
- #npc
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(and 5 more)
Tagged with:
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- 43 comments
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- #christmas
- #npc
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(and 5 more)
Tagged with:
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With today's update, I'm getting this: Failed to call hook 'CanUseGesture' on plugin 'Dance v1.2.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.Dance.CanUseGesture (BasePlayer player, GestureConfig gesture) [0x00018] in <a076ba78ca7f40198a5a4569a3827626>:0 at Oxide.Plugins.Dance.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x000ba] in <a076ba78ca7f40198a5a4569a3827626>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 12/10 13:29:46 | User tried to check DLC license but not authed (12332)
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- 64 comments
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If I enable "SpawnGlobalZombies": true, then there's no radiation. If I set that to False, there's radiation. I'm attaching my NukeEvent.json. NukeEvent.json