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MON@H

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Everything posted by MON@H

  1. MON@H

    無制限になってる

    https://youtu.be/6ai5UsQo8a4
  2. I need a more recent error to look into it. That client version is too old and the method names have changed.
  3. The “ReceiveFogOfWarImages / IndexOutOfRangeException” disconnect is not caused by Limit Entities. That stack trace is a client-side exception in BasePlayer.ReceiveFogOfWarImages (Hardcore fog-of-war RPC). Limit Entities does not touch fog-of-war, PlayerState.fogImages, map markers, or any RPC payloads. It only tracks/limits server-side entities (build/deploy) and may deny placement at build time. On the server, the fog-of-war RPC is sent using the saved PlayerState.fogImages list. If that list is corrupted (not exactly 16 entries), the client can throw IndexOutOfRange and disconnect when it processes ReceiveFogOfWarImages. So the likely root cause is a corrupted fogImages list in the player’s saved state, or another plugin modifying PlayerState/map/fog-of-war data. Limit Entities is not in that path. If you still think Limit Entities is involved, please provide a server-side stack trace pointing into LimitEntities.cs, or reproduce on a clean server with only Limit Entities and no other plugins.
  4. MON@H

    無制限になってる

    Perhaps you want to start from here https://umod.org/documentation/plugins/permissions Then check this out as well
  5. MON@H

    無制限になってる

    Changed Status from Pending to Not a Bug
  6. MON@H

    無制限になってる

    Like I said, please read description page carefully
  7. MON@H

    無制限になってる

    Use English, please. Also make sure you read description page carefully
  8. MON@H

    Players complain about limits

    Changed Status from Pending to Cant Reproduce
  9. MON@H

    Players complain about limits

    My answer remains the same: I can't reproduce the problem you described. I suspect you have another plugin causing it. Until you provide me with more detailed information so I can reproduce the issue, I can't help you. How can I "fix what isn't broken"?
  10. MON@H

    Add Stack Everything support

    Changed Status from Pending to Not a Bug
  11. MON@H

    Add Stack Everything support

    I can't (and shouldn't) control what entities other plugins are spawning. Limit Entities plugin is using hooks: CanBuild - to prevent player from placing an entity OnEntitySpawned / OnEntityKill - to track spawned/destroyed entities. Tracking entities relies on OwnerID, so if this field is unset (OwnerID == 0) when entity is spawned (entity.spawn()) it will be ignored. My guess is that's what happens now. If you want these entities to be tracked, ask author to set entity.OwnerID = player.userID before calling entity.spawn(). This will make them trackable by Limit Entities. However preventing players from spawning entities (to respect the limits) is a bit more complicated, the "easiest way" atm is to call LimitEntities.Call("CanBuild") or you may ask author to reach me if he need some specific api call, I can add it.
  12. MON@H

    Any chance you could

    Call IsBasementEntity when each entity spawns, instead of changing the owner field after the entity spawns? - Optimization? Never heard of it. I mean, I can implement this check, it will only affect those who have this plugin installed, but I suggest going down the path I suggested.
  13. MON@H

    Any chance you could

    The easiest way to make Limit Entities to ignore entity spawned by a custom plugin is to spawn that entity without OwnerID set (e.g. OwnerID = 0) and set it to userid after (NextTick for example) entity was spawned. This way OnEntitySpawned hook (which Limit Entities uses to track spawned entities) will ignore this entity. If that's what you want
  14. MON@H

    Can you please ignore

    Changed Status from Pending to Closed
  15. MON@H

    Can you please ignore

    https://codefling.com/files/support/23297-any-chance-you-could/
  16. MON@H

    I found a bug

    Since I don't use Abounded Bases, I can't tell for sure. I will ask @nivex if he have some thoughts about this, but when I fixed reported errors in API (which AB calls), I tested it and it was accurate. If you really want to investigate, try to set "Log Level (Debug, Info, Warning, Error, Off)": "Debug" and do dome stuff like claim the raid, placing TC etc. I need exact scenario, so I could reproduce it on my server, then I will be able to fix it.
  17. MON@H

    I found a bug

    What I'm trying to say is that I can't reproduce it, so until then I don't know how to fix it. I need more details about how exactly you placing the TS over the limit, what exactly are you doing?
  18. MON@H

    I found a bug

    Changed Status from Pending to Cant Reproduce
  19. MON@H

    I found a bug

    I don't see any errors in the code logic and can't reproduce the problem. Please provide more information so I can reproduce the problem and fix it.
  20. MON@H

    Give Item

    @Asbo- I will add a search a bit later, since it requires more work
  21. Changed Status from Pending to Not a Bug
  22. Limit Entities has nothing to do with errors you posted.
  23. MON@H

    Hitch & Trough

    Changed Status from Pending to Cant Reproduce
  24. MON@H

    Hitch & Trough

    "assets/prefabs/deployable/hitch & trough/hitchtrough.deployed.prefab": 2,
  25. MON@H

    Limit Entities

    @Rust Adminhttps://codefling.com/files/support/23297-any-chance-you-could/
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