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Everything posted by SlayersRust
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Players/Npcs stuck in the cinematic sitting animation
SlayersRust posted A Support Report in Support
Ever since adding this plugin Players/Npcs get stuck in the cinematic sitting animation. Killing them, relogging etc. Nothing will remove them from it -
Player able to build inside of J6 rock. Please reply back if you figure out how this is done or how I can fix myself in rustedit
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After Update Animals get sent under the map at center point
SlayersRust replied to SlayersRust's Support Report in Support
I attached my config, I only use the Maintained Animals option. BeastMaster.json -
After Update Animals get sent under the map at center point
SlayersRust replied to SlayersRust's Support Report in Support
Okay thank you for the reply, will be patiently waiting for the update -
After Update ZombieHunter NPCS and their Map Markers get sent under the map at center point. This is also happening to your BeastMaster Plugin. I included some screenshots that show this. And attached a video a player made.
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After Update Animals get sent under the map at center point
SlayersRust posted A Support Report in Support
After Update Animals get sent under the map at center point as well ad their map markers. This is also happening to your ZombieHunter Plugin. I included some screenshots that show this. And attached a video a player made. https://medal.tv/games/rust/clips/nzFdPl7Ryppx6SbCF?invite=cr-MSw1NzYsNDQ2MDU2NDcx -
One other issue I noticed is the Coffin Storage you use players can add a keylock to it and get unlootable invincible storage containers on PVP Servers. I recommend using storage containers that players cannot add a codelock or keylock to them
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Failed to call hook 'CanMountEntity' on plugin 'WarMode v1.3.14' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Core.Libraries.Permission.UserHasPermission (System.String playerId, System.String permission) [0x0000a] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Plugins.WarMode.HasBypass (System.String userid) [0x00000] in <e9ca8667db1641baa66ccbe062582373>:0 at Oxide.Plugins.WarModeMethods.ExtensionMethods.HasBypass (BasePlayer basePlayer) [0x00009] in <e9ca8667db1641baa66ccbe062582373>:0 at Oxide.Plugins.WarMode.CanMountEntity (BasePlayer mounter, BaseMountable target) [0x0007e] in <e9ca8667db1641baa66ccbe062582373>:0 at Oxide.Plugins.WarMode.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01694] in <e9ca8667db1641baa66ccbe062582373>: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
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Okay it works now once I completed the puzzle. Sorry about that! I was just confused because usually the fuse boxes spark, but only one was showing sparks so I assumed there was only two.
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None of the fuse boxes work. I have the latest version of RustEdit DLL Installed. Other custom monuments I have all of the fuse boxes and card swipes work fine
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Missing lots of rocks and terrain. I think the prefab needs update, I just purchased it but you can fall under the map
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Thank you I’ll try this version to make sure it’s fixed
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MissingMethodException: Method 'LockedByEntCrate.SetLockingEnt' not found. MissingMethodException: Method 'LockedByEntCrate.SetLockingEnt' not found. Hi! I’m getting this error when the Arc boss drone dies and spawns its loot crates: MissingMethodException: Method 'LockedByEntCrate.SetLockingEnt' not found. The stack trace points to DroneBoss.SpawnCrates() in ArcLaunchSiteEvent. It looks like Rust removed or changed SetLockingEnt in the recent September update. I’m currently running ArcLaunchSiteEvent v1.0.4. Could you please take a look and update the crate locking/fire code for the latest Rust build? Thanks!
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Hello @Iftebinjan is CustomVitalsManager necessary for the plugin to work with events? Or can I run it without? I already have lots of plugins for player vitals like BetterMetabolism etc and worried there might be some conflicts? o.reload MonumentEvents [CSharp] Started Oxide.Compiler v successfully MonumentEvents was compiled successfully in 1418ms Unloaded plugin MonumentEvents v1.1.13 by Ifte [MonumentEvents] Your config file is outdated! Updating config values... [MonumentEvents] Config updated to 1.1.14 [MonumentEvents] MonumentEvents Loading... [MonumentEvents] Loaded 3 active monuments from the map... [MonumentEvents] Custom Vitals Manager is enabled but not found. Please ensure the CustomVitalsManager plugin is installed and enabled. [MonumentEvents] Next event in 41m:53s seconds. Calling 'OnServerInitialized' on 'MonumentEvents v1.1.14' took 124ms
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[Beast Master] Failed to spawn a maintained beast of tier BOSS Boar after 5 attempts. I keep getting this error even when I use the newest AnimalSpawn Plugin update for the new navmesh changes. I think BeastMaster plugin might also need an update
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Failed to run a 0.00 timer in 'MonumentEvents v1.1.13' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.MonumentEvents+MilitaryCH47NPCs+<>c__DisplayClass13_0.<DropNPCS>b__0 () [0x00067] in <3df0adddd3254a538379f05a7e09e1fe>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <15f61ddda771464d8246ebdce8ff4811>:0 Failed to run a 0.25 timer in 'MonumentEvents v1.1.13' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.MonumentEvents+MilitaryCH47NPCs+<>c__DisplayClass13_0.<DropNPCS>b__0 () [0x00067] in <3df0adddd3254a538379f05a7e09e1fe>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <15f61ddda771464d8246ebdce8ff4811>:0 Failed to run a 0.50 timer in 'MonumentEvents v1.1.13' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.MonumentEvents+MilitaryCH47NPCs+<>c__DisplayClass13_0.<DropNPCS>b__0 () [0x00067] in <3df0adddd3254a538379f05a7e09e1fe>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <15f61ddda771464d8246ebdce8ff4811>:0 Failed to run a 0.75 timer in 'MonumentEvents v1.1.13' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.MonumentEvents+MilitaryCH47NPCs+<>c__DisplayClass13_0.<DropNPCS>b__0 () [0x00067] in <3df0adddd3254a538379f05a7e09e1fe>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <15f61ddda771464d8246ebdce8ff4811>:0 Failed to run a 1.00 timer in 'MonumentEvents v1.1.13' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.MonumentEvents+MilitaryCH47NPCs+<>c__DisplayClass13_0.<DropNPCS>b__0 () [0x00067] in <3df0adddd3254a538379f05a7e09e1fe>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <15f61ddda771464d8246ebdce8ff4811>:0 Failed to run a 1.25 timer in 'MonumentEvents v1.1.13' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.MonumentEvents+MilitaryCH47NPCs+<>c__DisplayClass13_0.<DropNPCS>b__0 () [0x00067] in <3df0adddd3254a538379f05a7e09e1fe>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <15f61ddda771464d8246ebdce8ff4811>:0 Failed to run a 1.50 timer in 'MonumentEvents v1.1.13' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.MonumentEvents+MilitaryCH47NPCs+<>c__DisplayClass13_0.<DropNPCS>b__0 () [0x00067] in <3df0adddd3254a538379f05a7e09e1fe>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <15f61ddda771464d8246ebdce8ff4811>:0 Failed to run a 1.75 timer in 'MonumentEvents v1.1.13' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.MonumentEvents+MilitaryCH47NPCs+<>c__DisplayClass13_0.<DropNPCS>b__0 () [0x00067] in <3df0adddd3254a538379f05a7e09e1fe>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <15f61ddda771464d8246ebdce8ff4811>:0
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Okay thanks for letting me know
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[Ultimate Leaderboard] Start caching leaderboard [Ultimate Leaderboard] Leaderboard successfully cached: 47 players System.IO.IOException: Unable to read data from the transport connection: Connection reset by peer. ---> System.Net.Sockets.SocketException: Connection reset by peer at System.Net.Sockets.Socket.EndReceive (System.IAsyncResult asyncResult) [0x00012] in <16dfb5860e254abfaf53d35b68159aef>:0 at System.Net.Sockets.NetworkStream.EndRead (System.IAsyncResult asyncResult) [0x0002a] in <16dfb5860e254abfaf53d35b68159aef>:0 --- End of inner exception stack trace --- at System.Net.Sockets.NetworkStream.EndRead (System.IAsyncResult asyncResult) [0x0006e] in <16dfb5860e254abfaf53d35b68159aef>:0 at Fleck.WebSocketConnection+<>c.<Receive>b__68_0 (System.IAsyncResult result) [0x00017] in <09b2e2afed8c4cd2bf75c3f38e4fc051>:0 [AirfieldEvent] Cargo plane flew off the map
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Scientists and crates getting sent under map and killing players
SlayersRust replied to SlayersRust's Support Report in Support
Okay I’ll try that later when home. Why did the train yard sniper get teleported under the map in this area? It was an unusual site forsure and always seems to happen -
Wipe day shouldn't be stressful. So let's do something about it!
SlayersRust replied to Death's topic in Announcements
Looking good! Should make forced wipes that much less painful -
Server.stability false for entire server somehow. Your plugin failed to turn back on "Server.Stability True" after a daily server restart. My entire server had floating stability false bases after being raided. I've never encountered this issue before after using your plugin for several months before this forced wipe. When I logged on after several player reports and checked Server.Stability in my console it replied back Server.Stability false. I am using Oxide by the way most recent version. I have also atached my config if that helps. BuildingStability.json
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