
Lei_Wong
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Everything posted by Lei_Wong
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- 177 comments
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- #server
- #installer
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Hi Steenamaroo, I'm getting some errors in the server console, and when this error appears it immediately takes the player facing the NPC out of the game and closes the rust. What could be happening? NullReferenceException: Object reference not set to an instance of an object at HumanNPC.AttackerInfo (ProtoBuf.PlayerLifeStory+DeathInfo info) (at <b754d37c7ff346549b12d89c51bd2745>:0) at BasePlayer.LifeStoryLogDeath (BasePlayer+DeathBlow& deathBlow, Rust.DamageType lastDamage) (at <b754d37c7ff346549b12d89c51bd2745>:0) entres idiota - Test server [Procedural Map] 204fps 131gc 2h36m40s at BasePlayer.OnKilled (HitInfo info) (at <b754d37c7ff346549b12d89c51bd2745>:0) 0b/s in, 0b/s out at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.BaseCombatEntity.Die_Patch0(BaseCombatEntity,HitInfo) at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.BasePlayer.Die_Patch0(BasePlayer,HitInfo) at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.BaseCombatEntity.Hurt_Patch0(BaseCombatEntity,HitInfo) at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.BasePlayer.Hurt_Patch0(BasePlayer,HitInfo) at BaseCombatEntity.OnAttacked (HitInfo info) (at <b754d37c7ff346549b12d89c51bd2745>:0) at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.BasePlayer.OnAttacked_Patch0(BasePlayer,HitInfo) at Carbon.Core.CorePlugin.IOnBasePlayerAttacked (BasePlayer basePlayer, HitInfo hitInfo) (at D:/a/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.Common/src/Carbon/Core/Core.Hooks.Player.cs:26) at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.BasePlayer.OnAttacked_Patch0(BasePlayer,HitInfo) at Oxide.Plugins.BotReSpawn+BotData.ServerUse (HeldEntity held, System.Single damageModifier) (at K:/RUST SERVER - CARBON/carbon/plugins/BotReSpawn.cs:3573) at Oxide.Plugins.BotReSpawn+BotData.TriggerDown () (at K:/RUST SERVER - CARBON/carbon/plugins/BotReSpawn.cs:3396) at InvokeHandlerBase`1[T].DoTick () (at <8e627b78b6e54efa8823e1b0fa070ae3>:0) at InvokeHandlerBase`1[T].LateUpdate () (at <8e627b78b6e54efa8823e1b0fa070ae3>:0) Thanks
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Very good tool to get your server up and running, everything is configurable, intuitive interface, features for custom maps, hardcore, checks if the plugins are updated with a link to them. The developer is always very active to solve any problem, or to implement any suggestion. I greatly appreciate the effort to continue maintaining the plugin.
- 177 comments
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- 1
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- #server
- #installer
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(and 7 more)
Tagged with:
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- 177 comments
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- 1
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- #server
- #installer
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(and 7 more)
Tagged with:
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- 177 comments
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- #server
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It would be great if the bots could open the doors like the bots in the Artic Research base, underwater lab or trainyard do. It would be a complete change in the way we would fight them, since we would have nowhere to hide, like we do with real people. It's like the maximum difficulty level. I can already imagine myself running and trying to heal myself while the bot chases me through the monuments, until the end. I would pay extra for this,... if necessary.
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- 6 comments
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- #block research
- #rust
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- 6 comments
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- #block research
- #rust
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Hey men, first thanks for the great work. I am having problems with getting the server up, it comes up at the end, after telling me that it is already up, I get this in red: [RustEdit] - Successfully downloaded latest release (v.1.0.45). Restarting Server in 5 seconds! And the server always closes, I updated rustedit from the "installer" button, but the version that downloaded is 1.0.1.0, I did not have it installed, because I have not used the editor, but how did I get that error... .I updated. But I keep getting the same error. It's not the only one, there are a lot of carbon ones, but this is the one that closes the server in 5 seconds. From already thank you very much.
- 177 comments
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- #server
- #installer
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I love this plugin, it is one of the best. Most of the improvements that have been suggested have been placed, such as the aimcone, or the mrls at the beginning,... I congratulate the developer Razor. And I complemented it with a particular plugin that I made, where if you lose the raid, MLRS drops until your base disappears, which gives a more serious character to the event, since if you lose. you lose your base.
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Steenamaroo, It might be a map problem. Since this is something that happened to me 2 weeks ago, with two different maps, but.... the key thing is that they are custom maps, from the page: https://rustmaps.com/ But the things I modified is the size to 3200 to not use so many bots, to have Launch Site, a street ring, so that Convoy works, and a Train Ring so that TrainHeist works. and everything else vanilla.
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Lately I've had a problem with navmesh for bots, in the sense that if the base is on water,... and not very deep, you only get your feet wet. The bots that guard the Airdrop do not appear. Like the custom spawn, only the spawn points reach the edge of the beach. Nor do they get into the water, they stay out of it. I remember this was possible before, there has been a change that we don't know about?.
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Hello kaysharp First I want to thank you for keeping the plugin, and above all free, a hug from the community. And now comes the request,... of course, if it is possible. It will be possible that when one dies in the game the color configuration of the "Container" skin is not lost,... if I chose red, that when one dies it does not return to the default, which is all colors. From already thank you very much.
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Hello, I want to ask you if the same thing happens to you with the event. Or if it's normal and the bots are half-dumb. - When I damage the Convoy, only some of the bots shoot and move to attack or pursue, getting closer. - All the others stay next to the vehicles, some shoot and others stay still without returning fire or moving, they do not attack or change position, they are very static. - I have changed the attack radius by expanding it, as well as "Roam Range", "Chase Range", "Sense Range", "Aim Cone Scale": 0.4, and other settings. These Bots do not move like normal NPCs, (I only have NPCRaiders, BotRespawn and those that are already in Rust as a reference) - This happens almost every time I am at a height, when I am at ground level or 1 building level higher, sometimes all the bots come to attack. Any idea what it could be, or is it like that? Thanks.
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Hi Steenamaroo, Just asking! Some time ago we talked about seeing if it could be implemented for bots to enter the monuments, just like those at the "Artic Research Base", or "Trainyard", do. Let them open the doors for you and enter. It would be very good if it were implemented in bots that enter "Minimarket" or "MiniOupoust"... and so on with all monuments. I just wanted to know if you could see if it was possible. Thanks for everything, i'm very glad with you plugin.
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I found the problem of why it appears that I do not have MLRS or the module, it is because the plugin does not read the quantity correctly. If you have 6 in the first slot and you put 12 in the command, the plugin reads that you have 6 and not the other slots where you can have up to a thousand. What you would have to do is make 100 appear and use the command there. Or, Or maybe write the code well and get them out at once, so that it doesn't ask to have them in the inventory. I really do not know. Since this developer does not respond.
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Hi, I just bought the plugin and I'm having trouble getting it to work. 1 - I already granted myself the necessary permissions. 2 - I also changed the maximum amount of MLRS a player can shoot. From the .cs file. Some recommendations, apart from waiting for how to solve the inconveniences mentioned above. 1 - As clarified in previous comments, I ask that you not require that you have to have the MLRS or the Aiming Module in your inventory, it is unnecessary. 2 - Place a Config to adjust some parameters to include, MLRS dispersion radius and a damage modifier, as well as from there to change the max amount of MRLS per player. In the free MLRSHellfire plugin, it uses these mechanics, but only without the JET going through. 3 - Something aesthetic, just from what I saw in the video, because I still can't prove it. It is that the Jet and the MLRS appear at the same time, and arrive from the point of impact. somewhat counter intuitive. The JET could be made to pass by coming from a little further away and when it passes over the marked point the MLRS appear there. Thank you