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Everything posted by Mals
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- 21 comments
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- #status
- #simplestatus
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(and 1 more)
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Please note: if there is a switch attached to a light, it is not toggled. I mainly use it for hobo barrels. I can look to add an option and logic for monument lights (that have switches). I hopefully will have some time this weekend to look into it. I've tried a few ways, but it is not behaving as expected. I hope to have some time off at Christmas to try again.
- 106 comments
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- #lighting
- #automation
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- 106 comments
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- #lighting
- #automation
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Good Question Flint Monkey. I asked for the fix I came up with to be integrated years ago, to avoid bot to be added and it was rejected as it was a "Rust centric" fix and some other games might use those id... They said to get all the plugins using friends to filter... I forked it out of frustration, and as a pragmatic solution. This was back when it was open source. I can't touch the current code due to the license change, but work to keep my code API compatible. I could split out the friend file cleaner code, and make a stand-alone cleaner, it is a tiny bit of code, but better to avoid it all together. If they would block bots, I would take mine down in a heartbeat.
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- 106 comments
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- #lighting
- #automation
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- 15 comments
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- #teleport
- #teleportation
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(and 4 more)
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Lights On just added torch holder. It is an automatic light plugin, and torches take no durability damage when they are turned on by the plugin.
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I just want to clear the air as there has been a rumor this is a copy of another radar plugin. I have compared the very compact and concise code Tryhard has created, and it in not a direct copy of any other radar plugin that I am aware of. As with any plugin providing similar functionality, the most efficient methods may have some overlaps in hooks and classes. That is not unexpected. For example: there are only so many ways to light a candle in Rust, and one method is most efficient. No one "owns" that method, as it is provided by Facepunch. If you think a plugin is stolen, then report it, and it will be investigated. Please do not post you think it is copy in comments, that will not be checked, and if it is a false claim you will be spoken with if reported by the author.
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I am using this plugin on staging. You most likely will have to patch for this weeks release, based on these messages in staging: [SimplePVE] SimplePVE Loaded, Intitilizing.... Command 'simplepve' already exists. Command 'simplepve' already exists. Command 'simplepve' already exists. Command 'rsp' already exists. Command 'rsp' already exists. Command 'rsp' already exists. Loaded plugin SimplePVE v1.1.2 by Ifte [442ms] A hook request for 'CanBeTargeted[d569bd]' received: - The current status is FAILURE: Method System.Boolean GunTrap::CheckTrigger() cannot be patched. Reason: Invalid IL code in (wrapper dynamic-method) GunTrap:GunTrap.CheckTrigger_Patch0 (GunTrap): IL_004e: call 0x0000000f - Check for possible errors on the log file Error while patching hook 'CanBeTargeted[d569bd]' (Method System.Boolean GunTrap::CheckTrigger() cannot be patched. Reason: Invalid IL code in (wrapper dynamic-method) GunTrap:GunTrap.CheckTrigger_Patch0 (GunTrap): IL_004e: call 0x0000000f )Carbon v0.2023.4274.1152-Debug-rust_beta/staging-4923c2a, 4 mods, 41 plgs at MethodInfo HarmonyLib.PatchFunctions.UpdateWrapper(MethodBase original, PatchInfo patchInfo) at MethodInfo HarmonyLib.PatchProcessor.Patch() at MethodInfo HarmonyLib.Harmony.Patch(MethodBase original, HarmonyMethod prefix, HarmonyMethod postfix, HarmonyMethod transpiler, HarmonyMethod finalizer) at bool Carbon.Hooks.HookEx.ApplyPatch() in D:/a/Carbon/Carbon/Carbon.Core/Carbon/src/Hooks/HookEx.cs:line 219 A general error occured while installing 'CanBeTargeted[d569bd]' NullReferenceException: Object reference not set to an instance of an object
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Sorry, I think I missed that one. We don't normally check owners since we have no permissions, to make the toggle of lights as efficient as we can. You might find https://umod.org/plugins/night-lantern has per player permissions, and you could leave it up to the players to turn on their lights. If people are being jerks, you could use https://umod.org/plugins/entity-limit to throttle back the billion camp fire lag-fest compound defense move.
- 106 comments
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- #lighting
- #automation
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This is such a fun little plugin to keep players both interested and on their toes. The update for Halloween is an amazing value for an inexpensive plugin. This event is a unique boss plugins with a lot of configurability. If you are looking to add a fun event, especially for Halloween, highly recommended.
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On my server, they did not come on when placed, but did come on when checked. I will work to correct them to turn on when placed... Okay, I have fixed it so weapon racks light on when placed (based on config). But had no issues with the timer turning them on. I will need your configuration to debug this please.
- 106 comments
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- #lighting
- #automation
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- 106 comments
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- #lighting
- #automation
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The client needs to download the skins, so will need internet access. Unless this is caching and providing the skins directly to the client (unlikely, but possible). You can have a private LAN party, just don't port forward the server, so outsiders can see it. Or use Whitelist or some other software to limit access.
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Anyone getting there errors today? (10:56:05) | Failed to call hook 'OnCollectiblePickup' on plugin 'DeployableNature v1.0.19' (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.DeployableNature.OnCollectiblePickup (CollectibleEntity collectible, BasePlayer player, System.Boolean eat) [0x0002f] in <cdd6d37722164e3c939e806168ea7033>:0 at Oxide.Plugins.DeployableNature.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00a8a] in <cdd6d37722164e3c939e806168ea7033>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <8ac83a7b2d904890bbdd626a573e73fe>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <b974d7a025404888bcdd55b51f29c440>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <b974d7a025404888bcdd55b51f29c440>:0 (10:56:05) | Failed to call hook 'CanGainXP' on plugin 'DeployableNature v1.0.19' (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.DeployableNature.CanGainXP (BasePlayer player, BaseEntity source) [0x00000] in <cdd6d37722164e3c939e806168ea7033>:0 at Oxide.Plugins.DeployableNature.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x013c1] in <cdd6d37722164e3c939e806168ea7033>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <8ac83a7b2d904890bbdd626a573e73fe>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <b974d7a025404888bcdd55b51f29c440>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <b974d7a025404888bcdd55b51f29c440>:0 (10:56:05) | Failed to call hook 'CanGainXP' on plugin 'DeployableNature v1.0.19' (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.DeployableNature.CanGainXP (BasePlayer player, BaseEntity source) [0x00000] in <cdd6d37722164e3c939e806168ea7033>:0 at Oxide.Plugins.DeployableNature.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x013c1] in <cdd6d37722164e3c939e806168ea7033>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <8ac83a7b2d904890bbdd626a573e73fe>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <b974d7a025404888bcdd55b51f29c440>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <b974d7a025404888bcdd55b51f29c440>:0 (10:56:10) | Failed to call hook 'OnCollectiblePickup' on plugin 'DeployableNature v1.0.19' (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.DeployableNature.OnCollectiblePickup (CollectibleEntity collectible, BasePlayer player, System.Boolean eat) [0x0002f] in <cdd6d37722164e3c939e806168ea7033>:0 at Oxide.Plugins.DeployableNature.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00a8a] in <cdd6d37722164e3c939e806168ea7033>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <8ac83a7b2d904890bbdd626a573e73fe>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <b974d7a025404888bcdd55b51f29c440>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <b974d7a025404888bcdd55b51f29c440>:0 (10:56:10) | Failed to call hook 'CanGainXP' on plugin 'DeployableNature v1.0.19' (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.DeployableNature.CanGainXP (BasePlayer player, BaseEntity source) [0x00000] in <cdd6d37722164e3c939e806168ea7033>:0 at Oxide.Plugins.DeployableNature.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x013c1] in <cdd6d37722164e3c939e806168ea7033>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <8ac83a7b2d904890bbdd626a573e73fe>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <b974d7a025404888bcdd55b51f29c440>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <b974d7a025404888bcdd55b51f29c440>:0 Do I need to regenerate a config or something?
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Correct, to make it as efficient as I could for servers with thousands of lights (highly modded PVE) there are no permissions to check per object. If you only want specific people to turn on lights, then Night Lanterns and many other mods can do it per person. If they are always on in the settings, you could place them, run the plugin, turn on the lights, then remove the plugin. The light will stay on even if the plugin is gone, as it alters the visual settings of the object. Only if toggled off will they go off.
- 106 comments
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- 1
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- #lighting
- #automation
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your lang file might be out of date. I tested and it worked okay, but does not support players, only groups, for example: bpunlock unlock admin electric.timer works fine bpunlock unlock mals electric.timer Error: mals is not a registered group! So it is just for groups and seems to be working. So perhaps delete your lang file for the plugin and reload the latest version of it, and see how it goes. -Mal
- 22 comments
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- #blueprints
- #unlock
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(and 3 more)
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- 22 comments
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- 1
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- #blueprints
- #unlock
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(and 3 more)
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- 22 comments
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- #blueprints
- #unlock
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(and 3 more)
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- 22 comments
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- #blueprints
- #unlock
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(and 3 more)
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