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SlayersRust

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Everything posted by SlayersRust

  1. SlayersRust

    Server Hud

    I purchased from there before Codefling started becoming very popular. But now I only buy from Codefling. I wish these devs were more active here in the discussion to help us transfer our purchases
  2. I have 12 rust servers and for some reasons every once in a while maybe a week or two into wipe the doors will just all of a sudden be missing from the challenge house monument. This has been happening for several wipes now on several different servers. I have no idea how or why it happens or how to fix it. I’ve never noticed any crashes or any issues with server saves. Everything else on the server runs fine and I’ve never had any issues with vanilla Monument doors. That’s why I’m confused it seems to only be happening with custom built monuments like yours, I’ve also seen it happen with an aim train arena of mine by Wizla. this is a really fun monument that players really love so it’s sad to see this issue happen as for our monthly wipe servers they can no longer do the challenge house because of all the missing doors. Is there any way to fix this issue??
  3. Can this event damage or destroy players bases, sleeping bags or any player placed entities? Or even so damage players on impact whether alive or sleeping players?
  4. My Boar and Bear never glitch through normal grassy terrain when scaled. Only my chicken does. I guess I won't add chicken if I cannot scale him. So far only the Polar bear and Bore work well scaled to 4-5x max size.
  5. Is it normal for my Chicken to glitch under the terrain?
  6. Getting this console error Failed to call hook 'OnEntityDeath' on plugin 'HeavyMilitaryTunnelEvent v1.1.3' (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.HeavyMilitaryTunnelEvent.OnEntityDeath (BaseCombatEntity entity, HitInfo info) [0x00016] in <d3f5741c003c4a0b891d1791dbb7e645>:0 at Oxide.Plugins.HeavyMilitaryTunnelEvent.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00770] in <d3f5741c003c4a0b891d1791dbb7e645>: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 <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0 NullReferenceException: Object reference not set to an instance of an object
  7. I sent my logs in discord, I cannot find the cause as I'm not knowledgeable with this stuff much
  8. Here is my current config HeavyRig.json
  9. Is it Normal to see this in console tons spamming? [Heavy Rig] HackNextCrate Called on Large [Heavy Rig] HackNextCrate Called on Large fuel_storage[14676726] changed its network group to null rhib_storage_drybox[14676728] changed its network group to null [Heavy Rig] HackNextCrate Called on Large [Heavy Rig] HackNextCrate Called on Large [Heavy Rig] HackNextCrate Called on Large [Heavy Rig] HackNextCrate Called on Large Scientist[1056] was killed by Looking for Water[76561198982876289] at (250.39, 11.61, 768.02) [Heavy Rig] HackNextCrate Called on Large [Heavy Rig] HackNextCrate Called on Large [Heavy Rig] HackNextCrate Called on Large [Heavy Rig] HackNextCrate Called on Large [Heavy Rig] HackNextCrate Called on Large [Heavy Rig] HackNextCrate Called on Large
  10. Kind of how people drag world bosses in world of warcraft to kill entire cities of players XD
  11. Okay thanks so much! Would suck for the aura to kill sleeping players or alive players in their bases chillen even though they are not even Hostile to the boss. I think the Boss animal could be used to grief PVE players if allowed for the aura to damage non-hostile players to the Boss.
  12. Okay I will contact the owner of RogueDepot and creator of ZombieAnimals RickySpanish and let him know this.
  13. I also just killed a Boss Bear and for some reason it had the default health from ZombieAnimals and I have no idea why. It did not spawn with the 25,000HP I have it set to in my config, I attached my current config. is the ZombieAnimals plugin somehow taking over the health of your BeastMaster Boss Animals? I NEVER want this to happen. All I want is my server to 100% of the time of 2 Maintained 20,000 HP Boss Animals from Beast Master. I have them give out way too much loot to be set to the default health amount of ZombieAnimals. Is there a way to fix this? I think the issue might be with this config option? "Infection": { "Chance for a naturally spawned animal to already be infected, 0 to 100": 100.0, BeastMaster.json ZombieAnimals.json
  14. Getting these errors in console Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s). Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s). Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s). Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s). Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s). Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s). Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s). Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s). Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s).
  15. Another pretty big issue I noticed, I have the animals set as passive so they are only Hostile once a player attacks them which is perfect for my friendly pve servers. But the animals electrical aura damages everyone around it even if a player has not yet attacked the animal. Could the animals aura essentially kill players sleeping in their base with the electrical aura or sleepers? As cool as the Aura is I may have to remove it as I'd prefer it to only damage those who are hostile towards the animals. I dont want the electrical aur a damage to damage Non-Hostile players, Sleepers or players in their base etc. I also have my Loot set to Drop Minimum 5-6 items. But I'm often seeing only 3,4, and 2 items drop sometimes. "Min Amount of Items To Drop": 5, "Max Amount of Items To Drop": 6, "Loot Drop": [ { "Shortname": "metal.refined", "Skin": 0, "Custom Name": "", "Amount Min": 200, "Amount Max": 500, "Chance to Drop": 30.0 }, { "Shortname": "scrap", "Skin": 0, "Custom Name": "", "Amount Min": 440, "Amount Max": 600, "Chance to Drop": 30.0 }, { "Shortname": "explosive.timed", "Skin": 0, "Custom Name": "", "Amount Min": 4, "Amount Max": 8, "Chance to Drop": 40.0 }, { "Shortname": "ammo.rocket.basic", "Skin": 0, "Custom Name": "", "Amount Min": 4, "Amount Max": 8, "Chance to Drop": 40.0 }, { "Shortname": "techparts", "Skin": 0, "Custom Name": "", "Amount Min": 10, "Amount Max": 20, "Chance to Drop": 40.0 }, { "Shortname": "metalpipe", "Skin": 0, "Custom Name": "", "Amount Min": 10, "Amount Max": 20, "Chance to Drop": 40.0 }, { "Shortname": "rocket.launcher", "Skin": 0, "Custom Name": "", "Amount Min": 1, "Amount Max": 1, "Chance to Drop": 40.0 }, { "Shortname": "ammo.rocket.hv", "Skin": 0, "Custom Name": "", "Amount Min": 4, "Amount Max": 8, "Chance to Drop": 40.0 }, { "Shortname": "autoturret", "Skin": 0, "Custom Name": "", "Amount Min": 1, "Amount Max": 1, "Chance to Drop": 40.0 }, { "Shortname": "rifle.ak", "Skin": 0, "Custom Name": "", "Amount Min": 1, "Amount Max": 1, "Chance to Drop": 40.0 }, { "Shortname": "rifle.lr300", "Skin": 0, "Custom Name": "", "Amount Min": 1, "Amount Max": 1, "Chance to Drop": 40.0 }, { "Shortname": "rifle.l96", "Skin": 0, "Custom Name": "", "Amount Min": 1, "Amount Max": 1, "Chance to Drop": 40.0 }, { "Shortname": "targeting.computer", "Skin": 0, "Custom Name": "", "Amount Min": 1, "Amount Max": 1, "Chance to Drop": 40.0 }, { "Shortname": "cctv.camera", "Skin": 0, "Custom Name": "", "Amount Min": 1, "Amount Max": 1, "Chance to Drop": 40.0
  16. During testing I'm spawning them with /spawnmaintained Also is there a way to have them not spawn so close to each other if I have 2 bosses set to spawn maintained? I have 2 monuments set. Maybe the best way to fix this is only to allow the bear to spawn at launch site then only allow the boar to spawn at water treatment?
  17. Thanks for the info. I'm having another issue. The Animals are spawning small as shown in the image and not until I shoot them with my Ak47 they grow to the larger size for some reason. Is this normal? I included before and after images. I'm also testing what size of animal works good for the hitbox. I think maybe 2.0 to 4.0 in size works a bit better and slowing down the animal speed so they aren't always on top of a players head making it harder to look up and hit the hit box correctly
  18. Also what does this mean? "Enable On Attack Effect?": false, on or off doesnt seem to do anything for me
  19. Okay I will try to find a health bar plugin to use then, I thought it came with the plugin since it was in the demo video sorry. Also one more issue no matter what I set my Animal Marker color too it keeps showing up white, and not changing to any color ive tried. Here I want to make the map marker black but it just keeps showing up white. I've also tried red colors, gold, orange and they all show up white for some reason. Alpha of other map marker colors work fine on my server as you can see "Marker Settings": { "Animal Marker Radius": 0.3, "Animal Marker Color": "#000000", "Animal Marker Outline": "#000000", "Animal Marker Alpha": 0.5
  20. The Boss Animals have no Healthbar like in the YouTube Video. The hit box also at 5 or 10 size for Boar and Bear is impossible to hit as soon as the animal run on top of the players. How can I fix this? It's the tiniest hit box to do damage and you can only hit it when you are a far distance from the animals but as soon as the Boss animals get close you can no longer hit the hitbox. i have also attached my config BeastMaster.json
  21. Other than my confusion lol it does appear the titles are appearing in the list for titleselector. But I am curious what if a player loses a top leaderboard spot in UltimateLeaderboard is the ability to select the title also removed?
  22. Hello I read the documents but I'm still a bit confused, maybe you can help clear some things up for me. 1. For the "Refresh interval (seconds)": 600.0 should this match my UltimateLeaderboard "Leaderboard Cache Interval (seconds)": 600, which I also have set to 600? 2. For the title color I made special custom colors in the ultimate leaderboard config how can I make this work together? My config from UltimateLeaderboard for title colors adds it like this in the UltimateLeaderboard Configuration "Title": "<color=#ce422b>[APEX PREDATØR]</color>", 3. I do not understand this at all can you explain in better detail? "Suppress UltimateLeaderboard third-party title in chat (recommended: keeps only the titles the player selected)": true, I would like players to be able to select from any of their server vip titles and also be able to select from any of their ultimateleaderboard titles together. I allow players to have 100s of titles if they want and pick and choose from any of them. What does true or false do exactly "Custom Titles": { "Enabled": true, "Working with BetterChat?": true, "Working with IQChat?": false, "Max Titles": 17, "Titles": [ { "Title": "<color=#ce422b>[APEX PREDATØR]</color>", "Type": "Kill", "Prefab": "crocodile|chicken|panther|bear|wolf2|stag|tiger|polarbear|boar|simpleshark", "Limit": 1, "Priority": 9 "UltimateLeaderboard integration": { "Enable UltimateLeaderboard titles (requires 'Custom Titles' enabled in UltimateLeaderboard)": true, "Title color (hex)": "#ce422b", "Title size": 14, "Title prefix": "", "Title suffix": "", "Base priority (lower = higher in list; each title adds its own UltimateLeaderboard priority)": 600, "Suppress UltimateLeaderboard third-party title in chat (recommended: keeps only the titles the player selected)": true, "Refresh interval (seconds)": 600.0 Thank you kindly for your time
  23. Version 1.0.0

    6 downloads

    Architects Paradise – 4500K CREATIVE RUST MAP MADE FOR BUILDERS AND EXPLORERS! Architects Paradise is a well designed/great performance map that is super fun to explore! 4500K Rust map built for explorers, survivors, and creative builders alike. Packed with every major monument and 30+ custom marked build locations hidden across forest terrain, forgotten coastlines, and hidden areas. Designed with ultra low entity counts for buttery smooth performance, endless creativity, and nonstop gameplay. Your players will NEVER run out of new places to explore, conquer, and build on Forsaken Islands. Even though this is a 4500K Map performance is top notch! What Makes It Special 30+ Custom Build Zones marked with an "X" on the Map!!! Your players will NEVER run out of fun places to build their base! We use super shallow beach areas so there are always spots for players to build and endless spots for your Raidable Bases to spawn. These shallow beach waters go out very far allowing for spawning and building of all types! Fully connected train tracks + underground rails for fast travel and tactical control Endless Custom Buildable areas/Caves/Rock Formations that players will love! Beautiful Snowy Mountains, Rivers, Canyons and Valleys players can Build on Diverse terrain: forests, deserts, coasts, cliffs, valleys & plateaus Perfect for solos, clans, builders, and high-pop servers. SUPER Low-prefab, FPS-friendly buildables: Custom caves Floating Crystal Rock Islands with HeliPad Custom HUGE Bus Stop Bases! - Enjoy those nostalgic bus stop builds Water Locations to build a base Hidden structures Unique build pockets with glass roofs Works with 100% of all Popular Events Plugins like Convoy, ArmoredTrain, Raidable Bases, Sputnik, Airfield Event and many more! Custom Monuments: Deadmans Bridge Crystal Swamp All Facepunch Monuments Included: Launch Site • Military Tunnels • Military Base • Silo • Airfield • Power Plant • Water Treatment • Trainyard • Harbors • Outpost • Excavator • Large Oil Rig • Small Oil Rig • Arctic Base • Junkyard • Sphere Tank • Satellite Dish • Ferry Terminal • Sewer Branch • Abandoned Supermarket • Oxum's Gas Station • Mining Outpost • Lighthouse • Bandit Camp • Fishing Village • Large Barn • Underwater Labs • Stone Quarry • Sulfur Quarry • HQM Quarry • Underwater Labs • Abandoned Cabins • Jungle Ziggurat • Jungle Ruins • Caves • Ranch — and more. Map Info Size: 4500k Prefabs: ~11,705 Support Discord: Dymize_
    $29.99
  24. Yeah I’ve been trying to work with this player as well because he is huge into electrical to try and understand the cause

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