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Everything posted by BetterDeadThanZed
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- 51 comments
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Hey there. Looks like you forgot to put a button in the blue card room to get out!
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Not working with the new update
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
As far as I know, I'm using the default config but here it is: https://pastebin.com/XgpNAsAu -
Not working with the new update
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
The crafting button was green. I had all of the proper components. -
I see your comments about not having time to code, but in the future, is there a chance that the plugin will be able to block an admin from getting economics coins, rust rewards, Skill Tree XP, etc while in admin mode? For my own purposes, I'd want it so the player earns no Economics coins and doesn't get XP towards Skill Tree.
- 144 comments
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- #admin
- #admintool
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(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
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Config file keeps reseting
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
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Config file keeps reseting
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
It appears Rustonaut hasn't been on here in 2 months. Does anyone know if there's a fix for this? -
I changed the config so only Large and Small Oil, and Launch are protected. I changed the rest to "Is Monument enabled?": false, but when I reload the plugin, it changes all of them back to true! I unloaded the plugin, edited the config, saved it and loaded the plugin and that's when it changes the settings.
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In regards to this feature: If the monument is locked to a team and one teammate loots/swipes outside of the monument, does that unlock the monument? I'm just worried that a player on a team might be someplace else, not at that monument, and their action will cause the monument that the rest of the team is at, to unlock.
- 177 comments
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- #monuments lock
- #lock monument
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(and 3 more)
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I'm thinking this might need to be updated. It looks like it's using a bad prefab of some sort. When loading into the server with this on the map, I get this error. Only this monument was added: BetterDeadThanZed disconnecting: Exception (cs:76443): NullReferenceException: Object reference not set to an instance of an object. MaterialConfig.GetMaterialPropertyBlock (UnityEngine.Material mat, UnityEngine.Vector3 pos, UnityEngine.Vector3 scale) (at <00000000000000000000000000000000>:0) MaterialSetup.Setup () (at <00000000000000000000000000000000>:0) GameManager.CreatePrefab (System.String strPrefab, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) (at <00000000000000000000000000000000>:0) Prefab.Spawn (UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) (at <00000000000000000000000000000000>:0) World.Spawn (System.String category, Prefab prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) (at <00000000000000000000000000000000>:0) World.Spawn (ProtoBuf.PrefabData prefab) (at <00000000000000000000000000000000>:0) World+<Spawn>d__71.MoveNext () (at <00000000000000000000000000000000>:0) WorldSetup+<InitCoroutine>d__15.MoveNext () (at <00000000000000000000000000000000>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <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)
- 1 reply
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- 1
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That's from a month ago and you just replied yesterday. I don't even remember what was wrong at the time. All I know is that there's issues with the plugin and you had said an update was coming, but hasn't been updated since before I even wrote that support ticket. I may have time to do some testing on Tuesday, but perhaps you can clarify if there are currently any known issues that you can verify?
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Outpost invisible barrier
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
Did you intentionally not run power to the car lifts at outpost or was this an oversight? I can fix it in Rust Edit unless you'll fix it before Thursday's wipe. -
Outpost invisible barrier
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
It's actually an invisible floor, but no walls. You can walk on that area, but you're walking on an invisible floor. The screenshots aren't showing up in this ticket for some reason. -
This isn't game breaking, but I thought I'd point this out to you. If you go to the south east corner of Outpost, you can walk on air, as seen in the screenshots. Maybe just put up invisible colliders that block a player from walking from the roof to that area in the corner.
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Compatibility with Custom BradleyAI
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
I found out that Bradley Guards think the Custom BradleyAI brad is from the armored train plugin. I changed the config option to allow the guards for the armored train, but is this something that needs to be fixed on your end @Sabby? -
Compatibility with Custom BradleyAI
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
I changed those values to false before testing because Custom BradleyAI affects Bradley HP and other values. -
Compatibility with Custom BradleyAI
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
It doesn't work with Custom BradleyAI. I tested it before I posted here. -
- 115 comments
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- #bradley
- #bradleyapc
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(and 3 more)
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Could we get this to spawn the Bradley Guards when using Custom BradleyAI?
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I changed the countdown to 300 seconds: "Countdown in seconds": 300.0, It still gave me a 60 second countdown but the Bradley did not spawn after 60 seconds. I didn't time it, but the Bradley did eventually spawn, but I'd guess it was after the 300 seconds. Also, the notification says "(player) calls in"... it doesn't say what they called in.
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- 115 comments
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- #bradley
- #bradleyapc
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(and 3 more)
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