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Everything posted by BetterDeadThanZed
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- 248 comments
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- 248 comments
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- 248 comments
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It seems that after a server restart (mine restarts daily at 4:30am), the first time a player joins, they are given the choice of PVE or PVP. I didn't think that should appear after a player's first time spawning. I have it set on my server so they can only change PVE or PVP by the admin changing their group. I don't want players to change their mode on their own.
- 248 comments
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- 248 comments
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Something else I've noticed. I have a locked box at my base. I am in PVE and another player is in PVE. I give them the code, they can't unlock the box. They also can not access a box without a lock. I could continue to use the Prevent Looting plugin for that but I'd prefer to have less plugins. If they are on my team and we are both PVE, they can unlock the code l put on the crate but they can't access it. *edit* Actually, prevent looting would prevent all players from accessing boxes, regardless of PVE/PVP status so that won't work.
- 248 comments
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I bought the plugin, knowing it's going to be well supported. Myself and my admins will be doing a lot of testing before putting it on the live server. One issue I just came across it the following: I placed an auto turret. I was in PVE. I deauthed myself from the turret. It attacked me. I'd imagine traps placed in player bases shouldn't attack PVE players. This should include bear traps, shotgun traps and flame thrower traps.
- 248 comments
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With Radiable Bases, I have turned off random spawning and instead players buy a raid base with the /buyraid command, a feature of the Raidable Bases plugin. Raidable bases allows you to configure if a raidable base is PVE or PVP. I have all PVP bases disabled right now but with a plugin like this, it would be cool if the raid base type that is bought matches the player's current status. Hostile Time allows the configuration of how long a player is hostile to a safe zone. I have it set to 0 right now because my server is 100% PVE and I don't think they should be targeted for shooting NPC's in the area of a safe zone. Integration with this plugin could possibly allow that setting to be overridden if the player is in PVP mode. That might require some coordination with the other plugin dev. They might need to add support for this plugin with two config options that set the hostile time according to the player's status.
- 248 comments
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I am wondering how this interacts with certain plugins. Prevent Looting (https://umod.org/plugins/prevent-looting). This plugin prevents players from looting containers belonging to other players unless those players allow specific players, or all players to access it (using commands ie: /share). I know War Mode has features to allow/deny access to containers depending on PVE or PVP mode. Would this conflict with that? Could a share feature be added to War Mode so it does pretty much the same thing as Prevent Looting? PVE Mode. This plugin allows players to engage an event and the event locks to them. The player is protected as are all NPC's, etc, from other players/teams. It would be cool if War Mode could integrate with that plugin. If a player is in PVP status, they can't get an event locked to them if it uses PVE Mode. Does War Mode extend to vehicles? If a vehicle is owned by a PVE player, is it protected? I use Vehicle Deployed Locks from umod and a player can put a lock on a vehicle. Could a vehicle be protected from crash damage and prevent causing damage to other players when the owner is in PVE mode, but when they are in PVP mode, vehicles and blow up and damage other PVP players? Raidable Bases. Could War Mode integrate with Raidable Bases so when a player buys a raid, they receive a PVE or PVP raid depending on their current status, or at least prevent a PVE player from buying a PVP raid and prevent a PVP player from buying a PVE raid. Hostile Time (https://umod.org/plugins/hostile-time). If a player is in PVE mode, that plugin works. If they are in PVP mode, it does not. I can see this plugin becoming huge if it can integrate with many other plugins/events!
- 248 comments
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Does this need an update?
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
I don't remember seeing 14k warnings in my log ever, in 3+ years of running a Rust server but ok. -
Does this need an update?
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
I just checked. Those warnings appeared at line 5186 in my log and ended at 48289. That's 43103 lines. Since each warning is 3 lines that means the warning appeared a total of 14368 times. I don't think I've ever seen a warning appear that many times in a row in the log. -
Does this need an update?
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
Ok well I'll just delete the helicopter. Also, why is there a spawn point on the Zeppelin? It causes all players to spawn there. Those warnings scrolled by a few thousand times. -
Does this need an update?
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
Actually, those errors are possibly caused by the Rust Edit dll missing from my test server. I just added it and will check again. -
Does this need an update?
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
After putting this on the map and loading the server, I get this error spamming my console for a bit.. BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path ":\Luftwaffe Zeppelin\Luftwaffe-Zeppelin-V1.0.1:67310:/assets/bundled/prefabs/modding/cubes/black_cube.prefab" After that, I got a whole bunch of these: Failed to create agent because it is not close enough to the NavMesh -
I was putting this in Rust Edit and I noticed a ring of "smoke" outside of the zeppelin. I am attaching a screenshot although I'm not sure how well it can be seen.
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Assigning permissions to groups
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
On the plugin page, it says this: "/online - display the list of players in the chat" so if it's not a feature, it would be cool to add it. I could get rid of another plugin if that works. I was used to the @everyone ability to tag all players on the server. It's a nice feature. The alert occupies a section of my UI where other information goes. -
- 134 comments
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- #chatsystem
- #chat
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I have a question about the tags and priority. If a player has multiple tags, but I do not allow players to select their tag, how does a tag get assigned? For example, I have players that are part of the following groups: default, authenticated and VIP. In that case, I want the VIP tag to appear. Is there a way to force that or do I have to give player the ability to choose their tag?
- 134 comments
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- #chatsystem
- #chat
- (and 11 more)
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Assigning permissions to groups
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
Also, isn't /online supposed to create a list of players currently on the server in the F1 console? It doesn't seem to work. -
Assigning permissions to groups
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
While this support request is still open, I can't seem to get tagging a player or everyone to work. With better Chat Mentions, for example, If a player was named "Robert1216", I could do @rob and it would tag that player. Also using @everyone doesn't work either. -
Assigning permissions to groups
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
I just did more testing and it does seem to be working. It just takes a bit of a learning curve. -
Assigning permissions to groups
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
In order for a player to have a color and/or title as defined in the IQChat config, they need a permission. For example, for VIP, I have this in my config in the nickname, chat color and prefix sections: { "Permission": "iqchat.vip", "Argument": "#f7b723", "Block the player's ability to select this parameter in the plugin menu (true - yes/false - no)": false }, { "Permission": "iqchat.vip", "Argument": "#FFFFFF", "Block the player's ability to select this parameter in the plugin menu (true - yes/false - no)": false }, { "Permission": "iqchat.vip", "Argument": "<color=#0CFFFF>[VIP]</color>", "Block the player's ability to select this parameter in the plugin menu (true - yes/false - no)": false }, If I assign iqchat.vip to a player with the command o.grant playername iqchat.vip, their name will be the correct color, their chat will be the correct color and their prefix will be correct. If I do not assign the permission to the player, but instead I use o.grant group vip iqchat.vip, none of the above works. The players in the vip group do not get the above colors or prefix. I have confirmed that after using the o.grant group command, the group does have the iqchat.vip permission. -
I just bought this plugin and I'm having an issue. I can assign a permission to a player and their name/title appears correctly. If I assign the permission to a group that the player is a part of instead of assigning the permission directly to the player, it does not work.
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This is the error: Failed to call hook 'CanPopulateLoot' on plugin 'CustomBradley v1.5.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.CustomBradley.CanPopulateLoot (LootContainer container) [0x00000] in <8fa03687fda047079a28f46b458a1753>:0 at Oxide.Plugins.CustomBradley.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x006ea] in <8fa03687fda047079a28f46b458a1753>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <795304323ac74a298b8ed190a1dfa739>: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