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Everything posted by 0g.Ghost.7373
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- 570 comments
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- #hud
- #interface
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(and 6 more)
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- 570 comments
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- #hud
- #interface
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(and 6 more)
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- 21 comments
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- #status
- #simplestatus
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I just installed and get this Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: -1372625422 Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: -1372625422 Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: -1372625422 Big toilets and ores do not take damage or give items when using timed, rocket, or explosive ammo.. Also "Destroy Meteors Underwater": true, Yet it doesn't remove them.
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- 570 comments
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- #hud
- #interface
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(and 6 more)
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- 222 comments
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- 30 comments
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- #community goal
- #commands
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- 11 comments
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- #custom map
- #map
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- 11 comments
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- #custom map
- #map
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(and 10 more)
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- 21 comments
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- #status
- #simplestatus
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I still had no one come on to the server so I wiped and tried the map again, in a engine found on the map as soon as I hit a Y, or some place where height changes, it stops. I think it has to do with the BoxCollider error on loading. I went ahead and just changed maps.
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Armored Train, it would hit a Y in the track and go nuts... The engine would spin around a bunch of times, then merge all cars into one and go backwards. When it hit a Y again, it would spin around like crazy then go back the other way.
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- 32 comments
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I had to just pick one from RustMaps because Armored Train would get to a Y in the track and go nuts, it merges all cars into one and it goes backward until the next Y.
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I keep getting this in my console. REturning default interest zone When it first loaded, I had a ton of these... 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 ":\reds base final verrsion:2061:/assets/bundled/prefabs/modding/volumes_and_triggers/invisible_collider.prefab"