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Everything posted by SlayersRust
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Hello @CigI think the electrical needs an update as now the Computer Station requires power to it because of a recent rust game update. So maybe you can wire it up in an update to the prefab. I purchased on Lone Design and enjoy and use several of your monuments you have created. My players also really love them! I figured it would be easiest to contact you here. I don't think the puzzle can be completed in its current state and may need updating thank you
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- #rustmap
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- 18 comments
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Ultimate Leaderboard Integration please?
SlayersRust replied to SlayersRust's Support Report in Support
Thank you so much for the incredibly detailed help it means alot, my players are really enjoying your plugin. Thank you I will update to the latest version. -
Yeah seems like an unusual glitch with the RustEdit dll maybe. Do you know if breaking your prefab in rustedit causes any issues? The prefab worked great for the entire wipe so far until now though. Here is my rustedit config as well Okay Ill try that out and see what happens. The weird thing is sometimes it takes like 1-2 weeks to see any doors dissapearing etc, RustEdit.json
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The fuse and keycard don't appear to work at the beginning but I see some lights on inside of the prefab and not all doors have disappeared only some. I'll include a video to show the prefab. You can check it at O16 on my server if you need just fly there with the free /mini Here is the video to watch: https://youtu.be/ca29PGRfrTM connect 168.100.161.149:28015
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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??
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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
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Normal to see this in console tons spamming?
SlayersRust replied to SlayersRust's Support Report in Support
I sent my logs in discord, I cannot find the cause as I'm not knowledgeable with this stuff much -
Normal to see this in console tons spamming?
SlayersRust replied to SlayersRust's Support Report in Support
Here is my current config HeavyRig.json -
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
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Boss Animals have no Healthbar like in the YouTube Video
SlayersRust replied to SlayersRust's Support Report in Support
Kind of how people drag world bosses in world of warcraft to kill entire cities of players XD -
Boss Animals have no Healthbar like in the YouTube Video
SlayersRust replied to SlayersRust's Support Report in Support
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. -
Boss Animals have no Healthbar like in the YouTube Video
SlayersRust replied to SlayersRust's Support Report in Support
Okay I will contact the owner of RogueDepot and creator of ZombieAnimals RickySpanish and let him know this. -
Boss Animals have no Healthbar like in the YouTube Video
SlayersRust replied to SlayersRust's Support Report in Support
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 -
Getting crazy console spam when a player is raiding another player
SlayersRust posted A Support Report in Support
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). -
Boss Animals have no Healthbar like in the YouTube Video
SlayersRust replied to SlayersRust's Support Report in Support
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 -
Boss Animals have no Healthbar like in the YouTube Video
SlayersRust replied to SlayersRust's Support Report in Support
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? -
Boss Animals have no Healthbar like in the YouTube Video
SlayersRust replied to SlayersRust's Support Report in Support
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 -
Boss Animals have no Healthbar like in the YouTube Video
SlayersRust replied to SlayersRust's Support Report in Support
Also what does this mean? "Enable On Attack Effect?": false, on or off doesnt seem to do anything for me