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Everything posted by pookins
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PLEASE read previous posts in this (or any) thread before posting , the "fix" has been out for a few days *by wayward Change: npc.Brain.Senses.Init(...) to the following: npc.Brain.Senses.Init(npc, npc.Brain, 5f, 140f, 140f, -1f, true, false, true, 60f, false, false, true, EntityType.Player, false); No idea if this is the correct fix but it will compile now.
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i used this "fix" and it worked LizardMods 31 Posted Saturday at 03:10 PM (edited) On 12/3/2022 at 11:12 AM, Wayward said: This isn't my mod but I got it working with the following: Change: npc.Brain.Senses.Init(...) to the following: npc.Brain.Senses.Init(npc, npc.Brain, 5f, 140f, 140f, -1f, true, false, true, 60f, false, false, true, EntityType.Player, false); No idea if this is the correct fix but it will compile now.
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Same here BradleyGuards - Failed to compile: BradleyGuards.cs(172,34): error CS1501: No overload for method `Init' takes `14' arguments
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Same problem here, this plugin has needed fixing for some time now (re my previous posts) but now wont compile HuntsMan - Failed to compile: HuntsMan.cs(160,34): error CS1501: No overload for method `Init' takes `14' arguments
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I went back to the previous version but changed the lang file to "animal" instead of original text, it works a lot better and they will now shoot at you, ** still have the problem that they will sometimes spawn inside rocks or fail to find the navmesh so you get the warning (from proximity alert) but no sign of the huntsman
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Container Types bradley_crate heli_crate supply_drop dm ammo dm c4 dm construction resources dm construction tools dm food dm medical dm res dm tier1 lootbox dm tier2 lootbox dm tier3 lootbox loot_barrel_1 loot_barrel_2 loot-barrel-1 loot-barrel-2 oil_barrel codelockedhackablecrate crate_basic crate_elite crate_mine crate_normal crate_normal_2 crate_normal_2_food crate_normal_2_medical crate_tools crate_underwater_advanced crate_underwater_basic foodbox minecart trash-pile-1 ...There may be more, as the plugin automatically adds new ones as they appear in-game. Options per type: "enabled": true/false (governs corpse loot-giving) "lootTable": "default" "minItems": 6 "maxItems": 6 "gunsWithAmmo": true/false "noGuns": true/false "MaxBps": 3 "WaterPreFillPercent": 20 "ClearContainerFirst": true/fals
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By the icon representing this plugin you are led to believe that you can change your character , that to me would indicate a change of body type, sex and size, this does not seem to be the case and most of what i have read here is the same as granting a player an autokit or specific kit when they join the game , Am i wrong ?
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After installing this plugin i changed the config to include Stags and Boars and changed the values for amount of loot and chance of getting it, i verified the config with json validator , But after reloading plugin it reverted back to the default settings, i also get the message [RadTownLoot]: The assets/rust.ai/agents/wolf/wolf.prefab dropped something! (which is the same messsage formatiing of the Huntsman *working plugin) after killing a wolf **fixed the text message in this lang file and in Huntsman lang file , loot saves ok , Be very happy if you can add other animals that were not in legacy , the Boar, the Stag, the Horse and the Chicken , Is there a setting to make the loot "backpack" stay a little longer before despawn as it does in Huntsman ??
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I have noticed since the last game update that the Huntsman no longer shoots at players, The weapon is visible on the Bots back but is not used, the Huntsman just prances around and sometimes kneels down but does not attack Tried the previous version (again) and they shoot with wrong message, reloaded the latest version and they still dont shoot
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