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BetterDeadThanZed

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Everything posted by BetterDeadThanZed

  1. 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
  2. I like maps with every monument on it. Is there a way to force this to use only maps with ALL monuments?
  3. Hi, just following up on this. I assume it's something that will come with a future patch?
  4. 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.
  5. Any chance that a feature could be added that automatically adds any players in a designated Discord group to the whitelist? This would allow me to automate the process simply by assigning a Discord group to a player.
  6. Does using /stemoveui move the UI for all players or is that something that players adjust themselves?
  7. 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.
  8. Edit: I had to edit the WPKitsData.json directly. The /import_kits command didn't add the kit to it.
  9. 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.
  10. 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.
  11. 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?
  12. 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.
  13. Version 4.4.4
  14. 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?
  15. BetterDeadThanZed

    ARCTIC

    Is it possible for you to put a test server online to test out the map?
  16. The terrain may to be blame for this.
  17. I'm getting reports of players killing the snowmen and while they're looting, other snowmen pop up suddenly, not from the static snowman model, but straight up NPC's. They hear the crumbling sound too.
  18. Oh sorry, I was thinking it had to do with this plugin.. didn't think of that! 🙂 I'll check to see if there's an update.
  19. Even with this error, it looks like the plugin is still working.
  20. 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)
  21. As a few of us have asked already, we need PVE mode. If this supported PVE Mode, I'd absolutely buy it.
  22. 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
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