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Everything posted by ZEODE
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- 72 comments
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- #rust
- #marketplace
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(and 7 more)
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I couldn't recreate this issue on my test server. but I have added an extra check on that hook which should stop any potential conflict with other plugins in the future including the one you mentioned. For further support requests please use the Support section so I can properly mark it fixed etc. Let me know if it did the trick or if any other issues
- 72 comments
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- #rust
- #marketplace
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(and 7 more)
Tagged with:
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Changed Status from Work in Progress to Closed Changed Fixed In to 1.1.8
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I mean, the way it works in BotSpawn, ie when you start hacking the crate the bots spawn. And yeah, I mean crates that spawn too rather than dropped by CH47, not the ones on Oil rig though. But an option for when it’s dropped would also be good.
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Oh ok, is there any reason why we could t have the hackable crate as an available event too? We had This set on our servers with BotSpawn.
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Also wondering this, in BotSpawn it had HackableLockedCrate as an event option. In new version this is not added, I tried to add it manually but doesn't work. Is it not yet added? Thanks.
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Amazing plugin and a must have for any PvE server, players love it! By far the best bot plugin out there, so many configurable options and very easy to set up. Dev support is exceptional, that alone is worth the price, which isn't even that high for the amount of work and time gone into this plugin.
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Changed Status from Pending to Work in Progress
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Yes I am aware of this issue. Because of the massive changes to NPC by Facepunch this plug-in is currently broken. I have started working on a new version but it’s not ready yet. I hope to have a new release in a few days.
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A quick look at the prefab list suggests that the each fishing village type is one large prefab rather than made up of component prefabs. e.g. assets/bundled/prefabs/autospawn/monument/fishing_village/fishing_village_a.prefab assets/bundled/prefabs/autospawn/monument/fishing_village/fishing_village_b.prefab assets/bundled/prefabs/autospawn/monument/fishing_village/fishing_village_c.prefab There are various other platforms which might be suitable though for what you need. You'd have to look at them all and decide which fitted best for you. Alternatively I have seen servers where marketplaces are placed on existing fishing village platforms, they are spawned over the top of existing cosmetic structures which are therefore clipped inside the marketplace, but it still allows people to walk along the platforms and doesn't cover anything important, maybe that would be an option?
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Thanks, glad you like it! Kits is already supported, simply add kit names to "KitList" in the data file, to have NPC spawn with a random kit from the specified list. In the absence of Kits plugin the NPC will spawn with default attire and inventory. If Kits plugin is loaded and only one kit named in the list then they will spawn with that kit only. Remove all named kits from KitList to have them spawn default kit again. Example kits: "KitList": [ "kit1", "kit2", "kit3", "kit4" ], Keep in mind that Scientists should not spawn with melee weapons in their belt, only projectile weapons that shoot bullets. Anything other than this causes odd behaviour and they do not attack correctly. I considered spawning a heli from grenade, but I don't think that will work all that well. Unless it called a heli to that location, but then there are already plugins out there that do that already.
- 31 comments
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Changed Status from Work in Progress to Closed
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Changed Status from Closed to Work in Progress Changed Fixed In from 1.1.3 to Next Version
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Should be properly fixed now in 1.1.4
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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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Changed Status from Pending to Closed Changed Fixed In to 1.1.3
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New update has fixed this I hope, please let me know if you still have issues though. Thanks for the report.
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Thanks for the report, I can see what the issue is, thanks for the error log. I am just finishing work and will fix and update when I get home. Should be a quick fix, I can see what’s causing the error. The plug-in should be working work fine otherwise am I right? But that error pops up sometimes?
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Incompatible with renamed/reskinned explosives.
ZEODE replied to Fusion 3.64's Support Request in Support
Changed Status from Pending to Closed Changed Fixed In to 1.1.1 -
Incompatible with renamed/reskinned explosives.
ZEODE replied to Fusion 3.64's Support Request in Support
Just got home and added a super quick fix for this. Any other issues please let me know. Thanks for the report. -
Incompatible with renamed/reskinned explosives.
ZEODE replied to Fusion 3.64's Support Request in Support
Damn, thanks for the report. I am driving home now, when I get there I will fix it and release a fix