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Everything posted by Kleementin
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- 105 comments
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- #rust
- #real
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(and 56 more)
Tagged with:
- #rust
- #real
- #pve
- #pvp
- #solo
- #build
- #friendly
- #raid
- #npc
- #monument
- #monuments
- #loot
- #looting
- #farm
- #newbie
- #custom
- #bar
- #ui
- #cui
- #panel
- #vehicle
- #claim
- #limit
- #limits
- #sleeping
- #bag
- #sleeping bag
- #bed
- #shelter
- #permission
- #permissions
- #vip
- #economy
- #economics
- #rad
- #town
- #radtown
- #queue
- #bypass
- #vehicles
- #raidable
- #base
- #bases
- #raidablebases
- #raider
- #raiders
- #humannpc
- #event
- #events
- #copy
- #paste
- #copypaste
- #plugin
- #plugins
- #umod
- #oxide
- #carbon
- #iiiaka
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- 105 comments
-
- #rust
- #real
-
(and 56 more)
Tagged with:
- #rust
- #real
- #pve
- #pvp
- #solo
- #build
- #friendly
- #raid
- #npc
- #monument
- #monuments
- #loot
- #looting
- #farm
- #newbie
- #custom
- #bar
- #ui
- #cui
- #panel
- #vehicle
- #claim
- #limit
- #limits
- #sleeping
- #bag
- #sleeping bag
- #bed
- #shelter
- #permission
- #permissions
- #vip
- #economy
- #economics
- #rad
- #town
- #radtown
- #queue
- #bypass
- #vehicles
- #raidable
- #base
- #bases
- #raidablebases
- #raider
- #raiders
- #humannpc
- #event
- #events
- #copy
- #paste
- #copypaste
- #plugin
- #plugins
- #umod
- #oxide
- #carbon
- #iiiaka
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Does this work via config or would I have to be on the server to set any zones or anything? I would like a plugin where I can easily set monuments as pvp zones in the config and that stays with these settings even if I wipe and use a new map. I could not find anything related to that in the config example you show us here so I am a bit curious.
- 105 comments
-
- #rust
- #real
-
(and 56 more)
Tagged with:
- #rust
- #real
- #pve
- #pvp
- #solo
- #build
- #friendly
- #raid
- #npc
- #monument
- #monuments
- #loot
- #looting
- #farm
- #newbie
- #custom
- #bar
- #ui
- #cui
- #panel
- #vehicle
- #claim
- #limit
- #limits
- #sleeping
- #bag
- #sleeping bag
- #bed
- #shelter
- #permission
- #permissions
- #vip
- #economy
- #economics
- #rad
- #town
- #radtown
- #queue
- #bypass
- #vehicles
- #raidable
- #base
- #bases
- #raidablebases
- #raider
- #raiders
- #humannpc
- #event
- #events
- #copy
- #paste
- #copypaste
- #plugin
- #plugins
- #umod
- #oxide
- #carbon
- #iiiaka
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- 105 comments
-
- #rust
- #real
-
(and 56 more)
Tagged with:
- #rust
- #real
- #pve
- #pvp
- #solo
- #build
- #friendly
- #raid
- #npc
- #monument
- #monuments
- #loot
- #looting
- #farm
- #newbie
- #custom
- #bar
- #ui
- #cui
- #panel
- #vehicle
- #claim
- #limit
- #limits
- #sleeping
- #bag
- #sleeping bag
- #bed
- #shelter
- #permission
- #permissions
- #vip
- #economy
- #economics
- #rad
- #town
- #radtown
- #queue
- #bypass
- #vehicles
- #raidable
- #base
- #bases
- #raidablebases
- #raider
- #raiders
- #humannpc
- #event
- #events
- #copy
- #paste
- #copypaste
- #plugin
- #plugins
- #umod
- #oxide
- #carbon
- #iiiaka
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2 questions. Do the monuments stay on at the location they spawned at the whole wipe also after server restarts or do they always spawn here and there and despawn after a while? I would find it more interesting if they don't pop up but stay where they are the whole wipe. Is the config prefilled (especially the NPC's section) yet? I saw the comment from @Covfefe and I know how hard it can be to understand this and fill it yourself.
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(17:41:30) | Failed to call hook 'OnServerInitialized' on plugin 'AutoCCTVStations v1.1.2' (ArgumentException: An item with the same key has already been added. Key: COBALT1) at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x0015a] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at Oxide.Plugins.AutoCCTVStations.CheckConfig () [0x000b5] in <73dd6824159e405db4a07938b9b0ed93>:0 at Oxide.Plugins.AutoCCTVStations.OnServerInitialized () [0x00022] in <73dd6824159e405db4a07938b9b0ed93>:0 at Oxide.Plugins.AutoCCTVStations.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x006ba] in <73dd6824159e405db4a07938b9b0ed93>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <d59b507fd76240e5b62228d0eae39b73>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <d59b507fd76240e5b62228d0eae39b73>:0
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I once stated that I get massive fps drops when coming to that event. Once again I beg you to rewrite the plugin to make it more consistent. No other event plugin drops fps so hard. Not Harbor Event, not Water Event or any other. I can hardly walk cause I get 17-20 fps. I could never really defend someone in PVP that way. As soon as the event ends I get back to 35 fps. So this plugin costs 15 fps or more. Please double check what you can do about it. It's not necessary for a plugin like this to drop fps so much. Thank you.
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Nevermind. I deleted the plugin to not annoy any more players.
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- 212 comments
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I have not changed much. Here's my config. DefendableHomes.json
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- 212 comments
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- 284 comments
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After defeating the waves the CH47 comes and brings the crate. After looting the crate the CH47 is still hovering in the air and never flying away. The event therefore does never end. I tested the event like 3 times now and it's always like that. I had to unload the plugin to let the event end.
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Ch47 does not disappear after bringing the crate. It flys in the air forever. Event won't end. I set the loot to 0 (default). Maybe that is the issue? Maybe the event waits for another flare to appear which won't?
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@Adem
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When typing it it works. Any news to the automatic function?
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You mean I have to spawn it manually? Why the plugin then? @Adem
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I just watched the travelling vendor drive over the convoy and after the crate had been looted and was gone. There was no player on the server so...it was that bad bad travelling vendor.
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Is there a Magic Panel addon for the Water Event plugin?
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Oh. I'm using a generated custom map from RustMaps if that's important to know.
