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Everything posted by BetterDeadThanZed
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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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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)
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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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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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- 115 comments
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- #bradley
- #bradleyapc
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Required components not listed properly
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
You can disregard this. I just realized it's only showing what is still required after having some of the components in my inventory already.. -
When I try using the command to spawn a marketplace, it doesn't properly list everything needed. I have these components required: "scrap": 500, "metal.fragments": 2500, "metal.refined": 200, "gears": 10, "techparts": 10, "dropbox": 3 Attached is a screenshot that shows what is displayed when I use the command.
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- 28 comments
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- #vehicle
- #vehicles
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- #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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- 115 comments
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- #bradley
- #bradleyapc
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(and 3 more)
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It finally just appeared without me doing anything.
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Wrong base difficulty spawned
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
So how do you explain that they paid for a medium base but got a base from the nightmare profile? As you know as a plugin developer, things don't "just happen". It's either a config issue or a bug in the plugin. -
I had a couple player report that their recycler became invisible. I found this in the console: 10/20/2022 22:19:38 | recycler_static[930267] changed its network group to null 10/20/2022 22:11:32 | [PersonalRecycler] Recycler located at: (-739.6, 55.1, -132.4) 10/20/2022 22:11:32 | [PersonalRecycler] Item condition: 100 10/20/2022 22:11:32 | [PersonalRecycler] Set parent to: foundation [1069593] Does that part about the network group being changed to null have something to do with it?
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Wrong base difficulty spawned
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
From the console: 10/19/2022 14:52:36 | [RaidableBases] base33 @ X14 : 60 items 10/19/2022 14:49:44 | [RaidableBases] Say my name has paid for the Medium base (base33) at (1400.0, 16.5, -50.0) in X14! base33 is in the Nightmare profile, not Medium. Attached are the two profiles. Medium Bases PVE.json Nightmare Bases PVE.json