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Everything posted by bobekua
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Cancelled, my colleague managed to fix it
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pls help - server - 159 RaidableBases - Failed to compile: 'RaidableBases.HumanoidNPC.OnKilled(HitInfo)': no suitable method found to override | Line: 2583, Pos: 34
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ok thank you, one more question about this - is it possible to set somewhere that when a player attacks an event, the remaining time of the event is paused?
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So it's both ways, your map is the first one we've had problems with, we haven't had any problems with any other Custom map so far. There were problems, but everyone had them when changing maps to version 2.0, but since the transition to 2.0, your map is the first one we've had problems with.
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I don't accept refunds because the map is fine, I can't guarantee support for all plugins The number of downloads on Codefling is 36, if you have a map only for PVP servers, it would be a good idea to write this in the map description, because otherwise you will only get more complaints.
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If we don't solve it, we have to upload another map and we will look with the developer of the PVE plugin for the error. If we find out that it's not ours, I will be forced to ask for a refund.
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"bradleyarena": { "Type(This parameter is just a hint. Changes won’t have any effect)": "Custom", "Is it worth displaying the suffix(if any) in the monument's name?": true, "Is it worth notifying all players about the occupation/release of the monument?": false, "The cost for the right to loot the monument. A value of 0 makes the monument free": 0.0, "The time in seconds(1-3600) given for looting the monument": 900, "The time in seconds(1-15) given to make a decision to purchase the monument": 5.0, "Map marker display mode: 0 - disabled, 1 - enabled, 2 - enabled during PvP mode": 0, "Is it worth creating a circle in the map marker?": true, "PvP - Is PvP enabled at this monument? If so, players will be able to kill each other and loot will be publicly accessible": false, "PvP - The time in seconds(0-60) during which the player retains PvP mode after leaving the PvP monument": 10.0, "Is it worth using a progress bar for bars with a counter?": true, "Settings for the status bar": {
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Otherwise, previously the marker only worked as a description on the map, so we didn't move it.
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ok, so where can I find the marker for the hut on Y-12?
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I have no problem deleting the prefab on the map, but I can't remove the Owner monument that is on the map.Even if we remove the hut, it still whistles that we have abandoned the monument.
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otherwise we use Real PVE, not True PVE
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and we have the same problem with the hut on Y-12, there is also a marked zone for a monument - right in that hut, and it is not visible even in the Rust editor. There is no monument there and it beeps when leaving the zone.
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Yes, but the problem is that some invisible marker - not even visible in the Rust editor, is outside the center of the Bradley arena - it lets us into the center from the entrance, but in the rest of the arena it beeps a warning that we have left the area!
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Good day, I have a problem with the Bradley Arena map, it tells us that a monument is placed on 1/4 of the arena and the remaining 3/4 of the arena is no longer a monument, so our Realpve plugin blocks loot, then we have a problem that the apartment building on y12 tells us that there is a monument there. The other houses and apartment buildings are fine, the elevators are fixed, the problem was that I rewrote the map name and everything worked. So we are currently troubled by the Bradley Arena and the cottage on Y-12, we do not have the Monument Owner plugin.
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Do you have Discord? I could show you directly via screen sharing what nonsense it does.
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so I bought your prefabs, the elevators started working, but we have a problem with the marking of monuments on Y-12, and Bradley Arena on A-12/Z-12
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In the map editor, the elevators are visible, in the house you can also see the jack and garage door, including the electrical connection, but in the game on the server it is not visible and this is the unedited clean version of your map
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We configured Oxide.Ext.RustEdit.dll extension, uploaded your map - unmodified, elevators work on your Oil Rig, on Heli Tower and on Lake E-12, elevators do not work anywhere else. We are also worried about the hut on Y-12 -> in which you can build, but as soon as you leave the zone Monument Owner starts whistling -> where can you turn it off? Is that hut set as a monument on purpose? You cannot build in a dome with trees up to the entrance, so it cannot be closed, the same in some houses. We have to solve this within 2 days, otherwise we will have to upload another map that does not have these problems, we will come as testers
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We configured Oxide.Ext.RustEdit.dll extension, uploaded your map - unmodified, elevators work on your Oil Rig, on Heli Tower and on Lake E-12, elevators do not work anywhere else. We are also worried about the hut on Y-12 -> in which you can build, but as soon as you leave the zone Monument Owner starts whistling -> where can you turn it off? Is that hut set as a monument on purpose? You cannot build in a dome with trees up to the entrance, so it cannot be closed, the same in some houses. We have to solve this within 2 days, otherwise we will have to upload another map that does not have these problems, we will come as testers
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We don't care about farms, but this is a problem, non-functioning elevators and + monument owner on the cottage.
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AA16 ,S7, E12, L8 / Heli tower / , H27 there is no elevator - it cannot be used
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