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Everything posted by Dad Frog
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Hello, Yes the plugin works, that's the main thing. From time to time I also have this: 11/07 06:45:56 | Calling kill - but already IsDestroyed!? bradleyapc[0] 11/07 06:45:56 | Calling kill - but already IsDestroyed!? genericradiusmarker[0] 11/07 06:45:56 | Calling kill - but already IsDestroyed!? codelockedhackablecrate[0]
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For a long time I was looking for a voting plugin that works with top-games.net but especially with the French version of the site (top-serveurs.net). Here I am satisfied with this very good plugin, very simple to configure. In addition I had a few questions to ask and I got quick and clear answers from the author on his discord. I really recommend this plugin.
- 7 comments
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- #top-games.net
- #top-serveurs.net
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hi all On my PVE server the default heli is disabled (I use Custom Helicopter Tier). This is appreciated by players because they can farm without the risk of being strafed by a heli. With Airfield Event the heli crosses the map twice to get to the airfield and this makes some players unhappy... :). Is it possible that there is an option to have the heli spawn directly at the airfield? thx ps : sorry for my english, im french...
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Hello, I have the plugins : BGrade and building grade https://umod.org/plugins/bgrade https://umod.org/plugins/building-grades I don't know exactly when this happens, it's definitely due to a player using the plugin, I only saw the message in the console. I will try to reproduce the "bug" myself. That said, it doesn't seem to impact your plugin usage. It works great for me and none of the players have complained.
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Hello, I have that in console, it's a error ?: Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.BuildingSkins.UpdateSkinBlock (BasePlayer player, BuildingBlock block) [0x00007] in <d2f2e66593f3455baee3d0e23a82bff6>:0 at Oxide.Plugins.BuildingSkins+<OnStructureUpgrade>c__AnonStorey2.<>m__0 () [0x00026] in <d2f2e66593f3455baee3d0e23a82bff6>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <157a94ee66ab4a7991faecd1eb84be3b>:0 for information I have the plugins : BGrade and building grade
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at the request of the players I opted for 15 minutes between 2 events, it allows them to prepare again to make a 2nd train. We saw no lag or rollback with an average of 15 players on the server. For information, only the giant train is active and with an additional wagon (wagon crate 2). In any case, thank you for this plugin which is very popular with players who like challenges.
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Hello I have a very annoying bug, sometimes after 5 minutes the crates and the tank disappear instead of the 15 minutes defined in my config. Then the counter remains active and remains stuck at 10:01 and players complain of lag. They have to disconnect for the counter to disappear. There is no error message in the console. I'm up to date : Custom Bradley 1.3.11 Oxide 2.0.5861 I also use Bradley Guard but I don't think it comes from that because everything is false when it comes to the Bradley. On the other hand, in the custom braldey data file (playerData.json), there are players with a cooldown of 0 and others with many numbers. Is there a link?
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Many thanks Shaitobu! Thanks to you I could see that I had version 1.4.6 present on Umod and not 1.4.8 present on Codefling... everything is working fine now with your explanations. Thanks again for your help and responsiveness! PS: your plugin makes a lot of happy players and I am very satisfied to have purchased this plugin
- 122 comments
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However when I deactivate BradleyGuards I have 8 crates for the extreme and if I activate bradleyGuards I have more than 3. I do not understand anything... I have this line when I install CustomBradley: Added '//Reference: 0Harmony' in plugin 'CustomBradley' Is this normal? And we agree that Disable Sandbox is no longer necessary?
- 122 comments
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1/2 - No, no error. I have BradleyGuard as another plugin but it is configured for 3 crates. I'm still going to turn it off while I do some testing. 3 - while waiting for me to understand why the door remains closed when in the config it is false, I modified the plugin by commenting (SpawnDoor();) so that it is not there. 4 - thx, I now understand how it works. EDIT : I tested without the BradleyGuards and it is this plugin that defines the number of crates. it bothers me a lot because players like this plugin... (for the default bradley which does not disappear I put for the moment in my server config: bradley.enabled false)
- 122 comments
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Hello, 1 - the plugin does not disable the bradley by default and players are left with 2 bradleys to destroy. 2 - the number of crate defined in the config is not taken into account, whatever the level there are always 5 crates. 3 - The door does not appear where the seller is, is this normal? This one is lock while in the config I set it to false. 4 - my english is poor and I don't understand what's its use "Loot scale per Attacker" Thank you for help.
- 122 comments
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- 122 comments
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- #bradley
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- 1,578 comments
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- #leveling
- #progression
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- 122 comments
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- #bradley
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Hello, remove markers doesn't seem to work (version 2.7.1). I got this error which seems to be related: 'RustCore v2.0.5788' is using deprecated hook 'OnMapMarkerRemove', which will stop working on Sunday, 31 December 2023. Please ask the author to update to 'OnMapMarkerRemove(BasePlayer player, List<MapNote> mapMarker, int index)' Est-ce qu'il faut l'activer quelque part dans la config ?