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Everything posted by ZEODE
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Hey, thanks for the report. I am looking into it. I will update this ticket soon.
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Sorry, I cannot reproduce this error. Try unloading the plugin, delete the data file then reload and see if it still occurs. Thanks.
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Changed Status from Pending to Can't Reproduce Changed Fixed In from Next Version to 1.1.14
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Ah ok, the only one I didn’t test I will check it out when I’m back at the PC tomorrow. I’m working a couple of days now. Thanks for clarifying.
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Hi, I am still unable to reproduce this. Can you please provide more details on how and when this happens and with what grenade types etc.
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Hi, thanks for the report. I am away and won’t be able to get to my PC until tomorrow. I will then look into it. Was the grenade thrown in or near water? Does it do this regardless of where thrown? When I released this update it was working fine for me, so any info you can provide about when this happens will help me narrow down the issue. Thanks.
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Changed Status from Work in Progress to Closed
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Changed Status from Pending to Work in Progress Changed Fixed In to Next Version
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I have worked out what you were doing wrong, you were using the chat command like this: /npcnade.give <type> Without specifying the player it throws the exception you pasted. I will add a check in the code to make it so it will warn users if they don't include a player name. For now, use the correct command syntax and I will release an update soon anyway. Thanks.
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Hi thanks for the report, but I am unable to recreate your issue. Please show me the full command you are using to try and give yourself grenades in game chat. Please note, the chat command should be: /npcnade.give <type> <PlayerName> Thanks.
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There is a check in the plugin which prevents you from placing inside. Unless you built over the Marketplace after placing? I might have to add a check for that. Although, in testing I placed inside and it still worked fine, the drone just clipped through the building. However, there must be clear air at the vending machine which you want to the drone to fly to. If not, it will not let you buy from that machine.
- 72 comments
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- 72 comments
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Thanks for the reply, glad to see it’s not just me that’s seen it happen. I don't think I have any other plugins that would despawn game objects in such a way. I will update when available and hopefully that will fix it
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Hi, no error messages in console. I thought maybe my config isn't right, does inactive time somehow overide the loot time somehow?
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Some players reported bases despawning before their timers had ran out. I tested this myself and sure enough the Nightmare base I was raiding despawned before my despawn timer had finished. My config has this: "Minutes Until Despawn After Looting (min: 1)": 45, "Minutes Until Despawn After Inactive (0 = disabled)": 20, "Minutes Until Despawn After Inactive Resets When Damaged": true, I thought maybe the Inactive timer was overiding the Looting timer after the TC is blown. So I kept causing damage to the base but it still despawned with about 20 minutes left of the "After Looting" timer left. Am I doing something wrong here? Thanks.
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- 72 comments
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- 72 comments
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Yes it will work with Kits, either via the UI or edit the json in the data folder. If you use the Kits UI it should get all the relevant info. If editing manually, the item is "box.wooden.large" and the SkinID is "2618923347". I have no plans to add loot options right now, but that might be good for a future update for sure. For now though, I recommend ExtraLoot. Its a lightweight plugin which can add extra items to whatever crates/boxes you configure and can handle custom skinned items. For example in ExtraLoot config you would put something like this to add them to elite crates: "crate_elite": [ { "1. Shortname": "box.wooden.large", "2. Chance": 10.0, "3. Minimal amount": 1, "4. Maximal amount": 1, "5. Skin ID": 2618923347, "6. Display name": "Personal Marketplace", "7. Blueprint": false } ] Hope this helps.
- 72 comments
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- 72 comments
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Have you added Marketplaces within the config of CNewItemManager ? My plugin has a check within CanPickupEntity to make sure it is only dealing with a marketplace before it returns any value for CanPickupEntity. It's strange that CNewItemManager calls a method within CanPickupEntity which if it returns true, it then returns false in the oxide CanPickupEntity hook. Doesn't seem logical to me. I wonder if the author of that plugin made a simple typo, or maybe I am missing something. I cannot control how another dev handles this hook. I have reached out to them. For now, if you check your PM I will send you a simple fix which will work for you until the issue is resolved properly.
- 72 comments
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Sorry! Of course you are right, I didn't realise I made some changes and used an older version of the kits data file which had incorrect weapons and items in belt. All good now. Thanks.
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Update: I got home from work and tested this myself, as soon as I get inside the dome/zone radius from a raidable base, I hear slash/hacking noise of a salvaged axe hitting me and hurting me, as if multiple NPC are hurting me, then I die and I see the same death reason as my players with med or salvaged axe. Also, the NPC are not attacking, they are mostly stationary, sometimes walking about with weapons holstered, sometimes not. This is only since I updated to the latest version. I have not yet updated the Tier 3 bundle. My NPC kits only have projectile weapons and nothing in the belt other than the gun.
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My players are reporting being insta killed by bots as they approach bases with odd reasons for death, see screen shots.
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- 72 comments
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