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Everything posted by Wraith
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Hey! I've been digging into the issue from my side a bit more, and it looks like the problem always occurs on Small Oil Rig — I haven’t seen it happen with the Large Oil Rig. From what I can tell, this might actually be a Rust-side issue specific to certain maps. Would it be possible to add a config option that lets us enable or disable the Heavy Oil Rig event per rig type? Something like: Enable Large Oil Rig: true / false, Enable Small Oil Rig: true / false, That way, if Small Oil Rig is acting up on a particular wipe, we could just disable it without turning off the whole system. It’d be a super helpful fail-safe! Thanks for the awesome work — this plugin adds a lot to the server!
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Hey there! I'm currently using your BradleyTiers plugin alongside the RoadBradley plugin by ThePitereq. I've noticed that BradleyTiers tries to apply tiers to the RoadBradley tanks, which can cause issues since RoadBradley already manages its own tiers and spawn logic (including player-purchasable difficulties). I saw that you've already included support for ignoring other custom Bradley sources like BradleyDrops using the IsBradleyDrop hook. Would you consider adding a similar built-in check for RoadBradley?
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We started the wave, and three Chinooks arrived, dropping off the scientists. However, the scientists hovered in the air for a while and stayed clustered on the helipad, instead of descending the stairs and attacking as they used to.
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Thanks, update has fixed the floating scientists. Also, I've disabled the map marker in the config but the red bubble on the map disappears. Are we not able to have the bubble visible on the map without it using 'player' map markers?
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We've encountered the same issue with scientists getting stuck in mid-air. If a player doesn’t complete the event, the scientists remain suspended even after it finishes. Also, are we able to disable the map marker? We are getting complaints that players are not able to place map markers as the event is using up to 3 markers? Please see photos
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Thank you, that works! I initially set this, but my original settings were lost somewhere in the uninstalling/reinstalling process while I was troubleshooting.
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Here you go.
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I ran the revoke commands and confirmed all permissions were removed.. I then ran the grant default group commands and confirmed they were added. The auto close button is still not visible. I temporarily changed the method below to return true, which enabled the button at the bottom of the screen. When I clicked on this the dialog displayed. Setting the Auto Closing Enabled to true displays the scrollbar bbut there is no configuration. This confirms it is not a resolution problem, but there is something going wrong. private bool IsAutoClosingEnabled(BasePlayer player)
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I believe this problem is affecting all players on the server. Below are screenshots from full screen and windowed screen. Full screen: Windowed: Running the cmd: I also tried running the command with the Autolock screen closed: Could this be a problem with Carbon? I appreciate your help trying to diagnose the problem. -Wrtaith
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Permission ultimatelocker.autoclosing.enabled is granted to 0 users: and 4 groups: vip_1, default, vip_2, vip_3 User Wraith[****] found in 5 groups: admin, default, boss, vip_3 and authenticated and has 274 permissions: oxide.reload, adminpanel.autotoggle.admin, adminpanel.allowed, kitcontroller., nteleportation.tpmarker, zombiehorde.admin, permissionsmanager.allowed, playerranks.admin, cratesevent.admin, groupcrafting.admin, buildingskins.admin, buildingskins.autoSkin, removertool.admin, skilltree.admin, automatedevents.allowed, uiplus.see, MonumentEvents.admin, infoscreens.show, FerryTerminalEvent.admin, automatedevents.next, stackmodifier.admin, kits.admin, guishop.admin, guishop.blockbypass, guishop.button, guishop.color, guishop.use, vehiclelicence.admin, bradleyguards.use, boxsorterlite.use, myvehicle.attackhelicopter, myvehicle.car2modules, myvehicle.car3modules, myvehicle.car4modules, myvehicle.chinook, MyVehicle.cooldown.1m, MyVehicle.Despawn, myvehicle.minicopter, myvehicle.rhib, myvehicle.rowboat, myvehicle.scrapheli, myvehicle.sedan, myvehicle.snowmobile, myvehicle.subduo, bradleytiers.use, myvehicle.tugboat, MyVehicle.Use, watertreatmentevent.admin, adminmenu.convars, adminmenu.give, adminmenu.groups, adminmenu.permissions, adminmenu.players, adminmenu.players.blueprints, adminmenu.players.heal, adminmenu.players.hurt, adminmenu.players.kickban, adminmenu.players.kill, adminmenu.players.mute, adminmenu.players.strip, adminmenu.players.teleport, adminmenu.plugins, adminmenu.use, sortbutton.use, cheststackmultiplier.useshift, discordmessages.admin, discordmessages.ban, discordmessages.report, discordmessages.message, automaticpluginupdater.update, backpacks.admin, monumentfinder.find, nteleportation.admin, discordwipe.admin, infomenu.recacheui, skinbox.admin, preferredenvironment.admin, stacksextended.admin, customizablemagazines.admin, vanish.allow, gathercontrol.AllowChatCommand, gathercontrol.AllowConsoleCommand, gathercontrol.default, welcomecontroller.admin, kitcontroller.admin, skincontroller.use, shopcontroller.admin, skincontroller.admin, shopcontroller.use, eventmanager.use, preferredenvironment.use, alphaloot.admin, skincontroller.addskins, extendedrecycler.use, betterchat.admin, smartchatbot.messages, smartchatbot.response, AbsolutGifts.admin, adminradar.allowed, adminradar.list, extendedrecycler.vip, raidablebases.config, raidablebases.allow.commands, staticlootables.admin, staticlootables.editor, helicontrol.admin, helicontrol.callheliself, itemfinder.use, objectremover.statistics, objectremover.use, nteleportation.tp, busstopport.admin, militaryairfield.admin, pocketzipline.give, discordauth.auth, discordauth.deauth, trivia.manage, customvendingsetup.use, ultimatelocker.admin, ultimatelocker.bypass.force, nteleportation.deletehome, nteleportation.home, nteleportation.homehomes, playerranks.use, nteleportation.wipehomes, barrelpoints.default, backpacks.use, backpacks.keepondeath, backpacks.size.18, TheButton.use, dangeroustreasures.use, gatherrewards.default, guardedcrate.use, helisignals.buy, helisignals.easy, helisignals.hard, helisignals.medium, helisignals.elite, lootdefender.hackedcrates.regular, removertool.normal, underwearselection.use, skilltree.chat, skilltree.all, skilltree.xp, vehiclelicence.attackhelicopter, vehiclelicence.camper, busstopport.use, skilltree.tree, vehiclelicence.mediumodularcar, vehiclelicence.minicopter, vehiclelicence.rhib, vehiclelicence.rowboat, vehiclelicence.sedan, vehiclelicence.snowmobile, vehiclelicence.submarineduo, vehiclelicence.tomahasnowmobile, vehiclelicence.transportcopter, vehiclelicence.tug, vehiclelicence.use, nteleportation.tpbandit, nteleportation.tpoutpost, infomenu.view, customautokits.default, kitcontroller.default, f15AirStrike.use, skincontroller.default, nteleportation.tpa, nteleportation.tpb, nteleportation.tpr, vehiclelicence.largemodularcar, bgrade.all, buildingskins.all, buildingskins.use, autofuel.use, vehiclelicence.ridablehorse, AutoDungCollector.use, uavsignal.use, trade.accept, trade.use, backpackbutton.use, discordcalladmin.use, absolutsorter.allow, absolutsorter.dumpall, absolutsorter.lootall, theicethrone.use, vehiclelicence.motorbike, buildingworkbench.use, ultimatelocker.autoclosing.enabled, jetpack.use, backpacks.size.96, barrelpoints.vip, cheststacks.vip_3, backpacks.gather, backpacks.fetch, backpacks.size.48, corpselocation.vip, corpselocation.use, customgenetics.use, skilltree.vip, cheststacks.vip, cheststacks.use, buildinggrades.use, buildinggrades.up.all, buildinggrades.down.all, skilltree.vip.starting.points, skilltree.Build_Craft, skilltree.Combat, skilltree.Cooking, skilltree.Harvesting, skilltree.Medical, skilltree.Mining, skilltree.nolimit, gatherrewards.vip1, vehiclelicence.smallmodularcar, skilltree.points.vip, skilltree.Raiding, skilltree.restedxp.10, skilltree.Scavenging, skilltree.Skinning, skilltree.teabonus, skilltree.Team, skilltree.Underwater, skilltree.Vehicles, skilltree.Woodcutting, recyclemanager.speed.fast, signartist.url, vehiclelicence.chinook, helisignals.easy_multi, helisignals.elite_multi, helisignals.hard_multi, helisignals.medium_multi, helisignals.wave_hard, helisignals.wave_normal, raidablebases.buyraid, nteleportation.vip, instantcraft.use, vehiclelicence.vip, ammohud.use, chatprefix.vip, absolutsorter.nearby, corpselocation.tp, skinbox.use, skinbox.ignorecooldown, skinbox.ignorecost, recyclemanager.speed.vip_3, baserepair.use, baserepair.nocost, gathercontrol.vip_3, signartist.text, signartist.restoreall, signartist.restore, nteleportation.vip_3, kits.vip_3, kitcontroller.vip_3, f15AirStrike.vip, skincontroller.vip_3, skincontroller.skinonpickup, skincontroller.skinoncraft, skincontroller.skinitem, skincontroller.skincontainer, skincontroller.skinbase, skincontroller.skinonkitredeemed, pocketzipline.use.vip, OwnCasinoPremium.use, backpacks.retrieve, kitcontroller.extendedrecycler.vip, GarageDoor2.Break, GarageDoor2.Turn, GarageDoor2.Rotate, autolock.use, ultimatelocker.use, ultimatelocker.autolock.enabled, ultimatelocker.autoclosing.nodoorcloserrequired, kitcontroller.ember
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Thanks for getting back to me. I already have that permission configured as per my first screenshot.
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I may be doing something wrong, but I cannot find the Auto closing settings button on my screen. I can see it clearly on a screenshot in another support ticket. I have tried unloading and reloading the plugin and triple checked that I have the correct permissions. Cheers, -Wraith
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Removing the commands from the ShopController, KitController and SkinController does not help. Now there is no command to load them at all. I added the commands to the WelcomeController but I don't see the point of this as we don't want the other controllers to always open the WelcomeController. This is a work around and not a solution. There is a bug somewhere as a cold boot (server restart) works fine and the command are all available. However, after a reload or two of the WelcomeController, the message I posted earlier displays, and the commands stop working.
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Good to know, I will give that a go. Thanks -W
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Welcome Controller is interfering with the Shop Controller and Kit Controller commands (/shop and /kit). When I unload the Welcome Controller, the commands work again. There are several messages regarding commands already existing when unloading the Welcome Controller. Is this a problem with Carbon compatibility, or am I doing something wrong? Loaded plugin WelcomeController v2.0.6 by Amino [332ms] [Image Library] Starting order WelcomeController c.unload WelcomeController Command 'kits' already exists. Command 'kit' already exists. Command 'skin' already exists. Command 'sb' already exists. Command 'skinitem' already exists. Command 'skini' already exists. Command 'sd' already exists. Command 'skinbase' already exists. Command 'skincontainer' already exists. Command 'skinc' already exists. Command 'shop' already exists. Command 's' already exists. Unloaded plugin WelcomeController v2.0.6 by Amino
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We are currently running the Heavy Military Tunnel event, but we have encountered issues with the turrets targeting NPCs in the tunnel. The event runs correctly the first time after a plugin reload, and the turrets do not target the NPCs. However, after stopping and restarting the event (without a plugin reload), the turrets attack the NPCs. Testing was performed in a clean test environment. We unloaded all plugins except Vanish to remain hidden and NPCSpawn, which appears to be required by this event. We suspect that the issue is related to the following method public void SubscribeHooks(bool shouldSubscribe) Currently, there is no call to subscribe to the hooks, while there is a call to unsubscribe. This may be by design, but it's just an observation at this point. As a test, we added SubscribeHooks(true) in the setup event code private void SetupEvent(bool isManual) method just before the deploy NPCs call. DeployNpcs() After making this change, the event is behaving as expected, and the turrets are not killing the NPCs. We are using this as a temporary 'fix', but unsure if this change may have any other negative impacts. Could you please review this to confirm?
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Here's a quality of life addition that would be nice on the home page to add the bases easily. rb.config add "Easy Bases" mrtrixye1 mrtrixye2 mrtrixye3 mrtrixye4 mrtrixye5 mrtrixye6 mrtrixye7 mrtrixye8 mrtrixye9 mrtrixye10 mrtrixye11 mrtrixye12 rb.config add "Medium Bases" mrtrixym1 mrtrixym2 mrtrixym3 mrtrixym4 mrtrixym5 mrtrixym6 mrtrixym7 mrtrixym8 mrtrixym9 mrtrixym10 mrtrixym11 mrtrixym12 rb.config add "Hard Bases" mrtrixyh1 mrtrixyh2 mrtrixyh3 mrtrixyh4 mrtrixyh5 mrtrixyh6 mrtrixyh7 mrtrixyh8 mrtrixyh9 mrtrixyh10 mrtrixyh11 mrtrixyh12 rb.config add "Expert Bases" mrtrixyex1 mrtrixyex2 mrtrixyex3 mrtrixyex4 mrtrixyex5 mrtrixyex6 mrtrixyex7 mrtrixyex8 mrtrixyex9 mrtrixyex10 mrtrixyex11 mrtrixyex12 rb.config add "Nightmare Bases" mrtrixyn1 mrtrixyn2 mrtrixyn3 mrtrixyn4 mrtrixyn5 mrtrixyn6 mrtrixyn7 mrtrixyn8 mrtrixyn9 mrtrixyn10 mrtrixyn11 mrtrixyn12
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- #raidablebases
- #bases
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- 12 comments
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Hi, I was wondering if it’s possible to add additional categories for purchasing raid bases. Currently, our players can buy options like easy, medium, hard etc, but we also have ship raid bases which we’d like to give players the option to purchase such as ‘Ship Easy,’ ‘Ship Hard,’ ‘Water Easy,’ or ‘Water Hard.’ Is this something that can be implemented, or is it something we can modify on our end?
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We've encountered the same issue with scientists getting stuck in mid-air. If a player doesn’t complete the event, the scientists remain suspended even after it finishes. On a side note, is there a way to spread them out? They tend to cluster together, perhaps they could form a circle around the crate instead?
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That's great news, thanks for the quick update!
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I am having the same problem. Any news on a possible update for this?