
Shneid
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Everything posted by Shneid
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Hi, since the update, I've been getting this error in console. It happens each time before someone chats: Failed to call hook 'OnBetterChat' on plugin 'SkillTree v1.5.0' (ArgumentNullException: Value cannot be null. Parameter name: format) at System.String.FormatHelper (System.IFormatProvider provider, System.String format, System.ParamsArray args) [0x00003] in <e3aa8db986d7457ca73f10110f1283f5>:0 at System.String.Format (System.String format, System.Object arg0, System.Object arg1) [0x00009] in <e3aa8db986d7457ca73f10110f1283f5>:0 at Oxide.Plugins.SkillTree.OnBetterChat (System.Collections.Generic.Dictionary`2[TKey,TValue] data) [0x0011d] in <f91e785340344ad9ad432b5fdb8f28c9>:0 at Oxide.Plugins.SkillTree.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0888b] in <f91e785340344ad9ad432b5fdb8f28c9>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <67a45b2b63ea485294ae2cea171af2d9>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <11d59ed89122474b825fefd7e1bd95fc>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <11d59ed89122474b825fefd7e1bd95fc>:0 Does it have something to do with the prestige system?
- 1,275 comments
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- #leveling
- #progression
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- 1,275 comments
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- 2
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- #leveling
- #progression
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Hi, I'm having issues with the building skins applying to raidables. I set up my config like this below "Change Building Material Tier To": { "Wooden": false, "Stone": false, "Metal": false, "HQM": false, "Use Adobe Skin": true, "Use Shipping Container Skin": false, "Use Brick Skin": false, "Only Apply Skin When Material Is Enabled": false }, But the raidables still spawn with default stone and metal skins. I've tried this with "Only Apply Skin When Material Is Enabled": true as well, but still get no change.
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Hi, I'm having issues with the building skins applying to raidables. I set up my config like this below "Change Building Material Tier To": { "Wooden": false, "Stone": false, "Metal": false, "HQM": false, "Use Adobe Skin": true, "Use Shipping Container Skin": false, "Use Brick Skin": false, "Only Apply Skin When Material Is Enabled": false }, But the raidables still spawn with default stone and metal skins. I've tried this with "Only Apply Skin When Material Is Enabled": true as well, but still get no change.
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Hi, I'm having issues with the building skins applying to raidables. I set up my config like this below "Change Building Material Tier To": { "Wooden": false, "Stone": false, "Metal": false, "HQM": false, "Use Adobe Skin": true, "Use Shipping Container Skin": false, "Use Brick Skin": false, "Only Apply Skin When Material Is Enabled": false }, But the raidables still spawn with default stone and metal skins. I've tried this with "Only Apply Skin When Material Is Enabled": true as well, but still get no change.
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Hi, I'm having issues with the building skins applying to raidables. I set up my config like this below "Change Building Material Tier To": { "Wooden": false, "Stone": false, "Metal": false, "HQM": false, "Use Adobe Skin": true, "Use Shipping Container Skin": false, "Use Brick Skin": false, "Only Apply Skin When Material Is Enabled": false }, But the raidables still spawn with default stone and metal skins. I've tried this with "Only Apply Skin When Material Is Enabled": true as well, but still get no change.
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I'm having an issue where some players who bought the building skins normally can't use their skins because this plugin is installed on the server and is interfering with them. For now I have to uninstall the plugin because having something they paid for unable to work isn't fair to them. Is there something I can do about this or does it need an update?
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- 1,275 comments
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- #leveling
- #progression
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- 574 comments
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- #rust
- #rust plugin
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I'm not using any plugins that would change the loot. Since I posted this I also have gotten reports that after the players loot the hackable crates, the loot changes, so it's not just when the hackable crates disappear on their own, it's when they disappear in general. But since I posted earlier, I have made a workaround, telling people to loot hackable crates last, greatly reducing the time of the event down to 3 hours, and turning on PVEMode version. it seems to be working for now and players are happy with the current status quo.
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Hello, I am starting to get a lot of pop on my server and more and more people are redeeming tokens. As a result of this, there are a lot of checks showing up in the rcon... I was wondering if there was a way to get rid of the messages that say "checking 0 entries for" since those guys no longer have a token redeemed? It seems they never go away and this could lead to a lot of flooding in the long run. Would it be safe to manually delete these entries with no redeemed tokens in the data file?
- 73 comments
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- #vip
- #monetization
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(and 2 more)
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Hi again! So I was able to get the loot working perfectly using the suggestions you gave me before. I just have one problem... a while after the sub has been in the map, the loot seems to change and remove a lot of stuff/revert to default crates. The locked crates disappear as well. Up until today I thought there were still some subs that were just not spawning with the loot I wanted, but now I see that is not the case. They all spawn with loot I want, then after a while (maybe an hour or two?) the loot inside the sub changes. Do you know what could possibly be causing this?
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Hello, I mentioned this before a month ago or so, but I am still struggling with auto turrets in nightmare bases. I've tried setting them to infinite ammo, custom ammo, looked through all config settings, etc. but still turrets at nightmares just fire one round and never reload. It is weird because all other turrets at other difficulties don't have this issue. I thought it might be a nightmare profile issue because of this, but I can't find anything in the nightmare profile that would make me think this problem would come from there.
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Okay, so if I'm understanding this correctly, I can turn off minimum and maximum values for the crate loot tables to pick from so I can guarantee boom, but the tradeoff is that there will be every item in the loot table in that crate? And if so, that would mean I'd probably had to customize the "own" category a little more and just have the plugin strictly pull from the custom loot table rather than the combination of "own" and "loot table of rust items"?
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The issue presents itself before raiders even enter the base, so no one is authed on TC, nor have any raiders tried to loot any traps. As soon as the base spawns, I enter the base and unvanish, some turrets continuously shoot me while reloading and others shoot one round and dud out. Then I auth on TC and uplug the turrets to see what is going on, and some have ammo and others don't.
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Hello again Nivex. I am having a weird issue with some bases and auto turrets. Some turrets fill up with ammo, others don't. I have the plugin set to remove all former weapons from turrets, put pythons in and add 128 pistol bullets to each turret. I am wondering if the base gets rather large and has a ton of turrets, that maybe the plugin doesn't keep up and fills only some turrets? Attached is an example of a base where I am having this issue. After despawning and respawning the same base multiple times, I found that the same turrets get filled and the same turrets don't get filled. I have heard some reports of this happening at easier bases than this, though there hasn't been a set example pointed out to me yet.
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Awesome, the code works perfectly. I am very grateful for the explanation, though I don't have the slightest idea how to code lol. My first thought was that it had something to do with the TwigDamage flag in TruePVE, but I have it included in my TruePVE flags (to encourage proper building habits), so I dismissed it as a possibility. Thanks for the fix Nivex!
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Since the new update, shotgun traps in a spawned base are able to shoot through twig without damaging the twig itself. Players are still able to damage the twig and the rest of the base though. I haven't changed any config settings, so was wondering if this was a setting changed in the new update? The reason I'm asking is because I have a base with a twig floor that gets shot out, trapping the players in a pit. Love the stability fix, it works amazingly!