maxalt
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Everything posted by maxalt
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Thanks for the reply! So, will the accelerated time stop once it reaches 10:00? I haven't tested it yet, though… Anyway, I'm really looking forward to the update!
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I’m really sorry to bother you again, but I would appreciate it a lot if you could reply when you have time.
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With the settings below, when I check MagicClockPanel, the time moves extremely fast even during the day (like 10:00 or 13:00). Are my settings incorrect? Also, even if I unload the plugin, the accelerated time speed remains. When I turn on Debug Mode and reload the plugin, it shows “day is active”, but even at 18:00, 19:00, or 20:00 it never says “night is active.” However, the time progression does seem to speed up according to the night settings. The strange thing is that even at 7:00 or 8:00 in the morning, the time is still accelerating, as if it never switches back to daytime speed. { "Settings": { "dayTime": 113, "DEBUG": false, "nightTime": 7, "Preset": false, "Preset_Day (if Preset is true)": 24, "Preset_Month (if Preset is true)": 7, "Preset_Year (if Preset is true)": 2021 } }
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https://codefling.com/files/support/26227-will-this-nre-also-be-fixed-in-the-next-update/ Thank you for the reply. Here it is! Thank you in advance.
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Or is this caused by a mistake in my loot configuration? (21:36:06) | [Heli Signals] Error in OnLootSpawn timer: Object reference not set to an instance of an object (21:36:06) | [Heli Signals] StackTrace: at Oxide.Plugins.HeliSignals+<>c__DisplayClass90_0.<OnLootSpawn>b__0 () [0x000a3] in <c45e65ae03d84f24af42870995c0032b>:0 (21:36:06) | [Heli Signals] Error in OnLootSpawn timer: Object reference not set to an instance of an object (21:36:06) | [Heli Signals] StackTrace: at Oxide.Plugins.HeliSignals+<>c__DisplayClass90_0.<OnLootSpawn>b__0 () [0x000a3] in <c45e65ae03d84f24af42870995c0032b>:0 (21:36:06) | [Heli Signals] Error in OnLootSpawn timer: Object reference not set to an instance of an object (21:36:06) | [Heli Signals] StackTrace: at Oxide.Plugins.HeliSignals+<>c__DisplayClass90_0.<OnLootSpawn>b__0 () [0x000a3] in <c45e65ae03d84f24af42870995c0032b>:0 (21:36:06) | [Heli Signals] Error in OnLootSpawn timer: Object reference not set to an instance of an object (21:36:06) | [Heli Signals] StackTrace: at Oxide.Plugins.HeliSignals+<>c__DisplayClass90_0.<OnLootSpawn>b__0 () [0x000a3] in <c45e65ae03d84f24af42870995c0032b>:0 (21:36:06) | [Heli Signals] Error in OnLootSpawn timer: Object reference not set to an instance of an object (21:36:06) | [Heli Signals] StackTrace: at Oxide.Plugins.HeliSignals+<>c__DisplayClass90_0.<OnLootSpawn>b__0 () [0x000a3] in <c45e65ae03d84f24af42870995c0032b>:0 (21:36:06) | [Heli Signals] Error in OnLootSpawn timer: Object reference not set to an instance of an object (21:36:06) | [Heli Signals] StackTrace: at Oxide.Plugins.HeliSignals+<>c__DisplayClass90_0.<OnLootSpawn>b__0 () [0x000a3] in <c45e65ae03d84f24af42870995c0032b>:0 (21:36:06) | [Heli Signals] Error in OnLootSpawn timer: Object reference not set to an instance of an object (21:36:06) | [Heli Signals] StackTrace: at Oxide.Plugins.HeliSignals+<>c__DisplayClass90_0.<OnLootSpawn>b__0 () [0x000a3] in <c45e65ae03d84f24af42870995c0032b>:0
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・Currently on my server I spawn zombies using BotReSpawn and I also have LootDefender. If a drone that I own kills a zombie, can the loot be restricted so only the owner of that drone can loot it? (I’d like to know how the integration with LootDefender works.) ・I want drones (and other related items) to be purchasable only via the shop plugin, and not via a drone vendor. Is there a way to avoid creating a drone-vendor? ・Regarding drone durability: can I set it so that when the drone attacks, its durability decreases? In vanilla Rust weapons often don’t break despite low durability—but with this plugin, how does it behave? Ideally I’d like the drone or the weapon mounted on the drone to lose durability and eventually break when used heavily—can this be done?
- 99 comments
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- #drone
- #iqguardiandrone
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- 1,502 comments
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- #leveling
- #progression
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- 1,502 comments
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- #leveling
- #progression
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- 1,502 comments
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- #leveling
- #progression
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https://codefling.com/files/support/24560-consol/
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Hello! Thank you for this amazing plugin. There has never been another helicopter-related plugin with this level of flexibility — it truly stands out. Yesterday, I encountered an NRE. It might be the same issue as the one mentioned here (consol - サポート - Codefling), but unfortunately I was not in-game at the time, so I could not see what exactly happened. Also, the player who triggered the event (the one who shot down the helicopter) did not report anything unusual, so I only have limited information. Here is what I currently know: The player used HeliSignal (Medium) The following error occurred: Failed to run a 1800.00 timer in 'HeliSignals v1.2.32' (NullReferenceException: ) at (wrapper managed-to-native) UnityEngine.Component.GetComponentFastPath(UnityEngine.Component,System.Type,intptr) at UnityEngine.Component.GetComponent[T] () [0x00021] at Oxide.Plugins.HeliSignals+<>c__DisplayClass148_0.<RetireHeli>b__0 () [0x0001b] at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] About 3 days ago, another player attempted several runs using HeliSignal (Easy/Expert), but none of those produced this error. That's all the information I have for now. I’m very sorry that the details are so limited, but if you could tell me what might be causing this, it would really help. I will also attach my current config file. Thank you in advance! HeliSignals.json
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- 49 comments
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- #hud
- #minimalist
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(and 9 more)
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With the latest version, the console seems to output the same log twice. Is this intended behavior? Is it possible to make it display only once? (20:18:25) | [Shop] Player ??? (7656119) bought items for 3000RP$: [ITEM-41] jackhammerx1(DN: , SKIN: 0)[x1]. (20:18:25) | [Shop] Player ??? (7656119) bought items for 3000RP$: Jackhammer[x1].
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No, that doesn’t seem to be the case. By the way, I found one more thing: I’m also using a plugin called Backpacks, and here’s what happens: I open SkillTree through a CustomButtons UI button After closing it, the button disappears Then if I open something like a recycler or a Backpacks window When I close it, the UI button reappears That’s the current behavior.
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https://codefling.com/files/support/9022-button-vanish-skill-tree/
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Is there any hint inside CustomButtons.cs? What kind of keywords should I search for to find the UI element name? I know this might not really be something I should be asking you, but it would really help me a lot if you could tell me…
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Is there anything I can do on my end to prevent this issue?
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When I add the /st command to the plugin linked below, pressing the UI button causes it to disappear. Other UI-based plugins such as Shop work without any issues, so I’m wondering if the SkillTree UI might be causing the conflict. Do you think SkillTree could be interfering with this plugin’s UI?
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First of all, thank you for this amazing plugin. I added a new button, but only that button disappears after I click it once. All of its settings are the same as the other buttons, so I’m not sure why this is happening. If I die or reload the plugin, the button appears again — but as soon as I click it, it disappears once more. Do you know what might be causing this? There are no console errors at all! CuiData.json
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Thank you for the quick reply! It’s been resolved. Thank you so much!
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ご返信ありがとうございます。 もしそのUIの動作が意図されたものであれば、理解できます。ありがとうございます。 もう一つ質問があります。 プレイヤー設定でXP HUDを有効にしても、画面のどこにも表示されません。 なぜこのようなことが起こるのかご存知ですか?
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I recently purchased this plugin, and after loading it, when I open the UI with /st, the top buttons such as Mining, WoodCutting, etc. appear shifted to the right, as shown in the image. Is there a way to center these UI elements properly?
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Thank you for the quick reply! Really? That’s great to hear! At the moment, turrets that are mounted on ceilings or walls will only detect players after they are attacked. If the player doesn’t shoot first, they can simply walk past the turret without being targeted, which defeats the purpose of having a turret at all.
