-
Posts
2,182 -
Joined
-
Last visited
-
Days Won
28
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Services
Downloads Plus Support
DOWNLOADS EXTRA
Everything posted by SlayersRust
-
Could we get a chat announcement when the Event Starts with a prefix we can change the color of and a editable message? Kind of like this? "Prefix of chat messages": "<color=#9ab957>[Subway Event]</color>", Message: The Subway Event is Starting in 120 Seconds! Message: The Subway Event has Started at G6. Also it would be really cool if you could also allow us to spawn several elite crates scattered around the area
-
-
blockDefinition is null for foundation.triangle Twigs 0 NullReferenceException: Object reference not set to an instance of an object blockDefinition is null for floor.triangle Twigs 0 NullReferenceException: Object reference not set to an instance of an object blockDefinition is null for floor.triangle Twigs 0
-
Correct me if I’m wrong but is it possible to not require any ammo or weapons on the player to make a turret loadout? I’d love if for my battlefield server players could just auto create a loadout without the need for having any weapons or ammo themselves? I think this is already an option? If it is already please excuse me I’m away from my pc for a few days
-
The only way to make furnaces work properly underwater like this would be through a plugin because large furnaces no matter what I change with the prefab cannot be placed inside. But this is possible with a plugin! PlaceryExtended plugin works great to allow many different deployables to be placed anywhere you’d like. I’d check this plugin out it will do what you’d like https://roguedepot.com/listing/duff/placeryextended
- 15 comments
-
- #underwater base
- #underwater monument
- (and 16 more)
-
This plugin took our turret system to the next level on our servers! Everything can be adjusted and each benefit has a permission so you can give some things to your default group and also lock some things behind VIP or other options if you’d like. The developer was quick to fix any troubles I had. The plugin has been working great! no issues so far. Every other turret plugin I used to try would have issues but this one has been working flawlessly. 10/10 would recommend it
-
Have it so only Clan Members or base owner can toggle off turrets?
SlayersRust replied to SlayersRust's Support Report in Support
Thank you kindly for the prompt fix! Players are loving your plugin so far great work -
All has been updated to the latest game updates, I even added the NEW Apartments monument in I just ran it on one of my servers with no issues. If you find anything please open a support ticket and I will get it fixed up right away. Released June 30 Added the monument "Apartment Complex" (Map usage after July 2026 update)
- 13 comments
-
1. Ferry Terminal the water is extremely messed up, you can build under the ocean and also it’s visually clear there is a hole in the ocean. 2. Bunker W24 has a big hole at the end where you can see under the map. 3. L27 hole the ground 4. P23 has a gap in the floor 5. L27 terrain open a bit inside and very tiny space 6. Is it possible to add the new Apartments Monument? It’s a very popular new monument for players 7. X10 Build zone missing stones and has open glass corners Thank you so much for your time!! I was hoping to use this map tomorrow for wipe @Shemov @Answer if possible to fix https://ibb.co/7dzqCW3y https://ibb.co/TxLjgXHJ https://ibb.co/67QR4cjH https://ibb.co/cKJdnj8s https://ibb.co/zWkqS0F0
-
NPCs spawning inside of Cliff Terrain
SlayersRust replied to SlayersRust's Support Report in Support
I’m using a custom map Oregon Land of the Dead by Gruber. We always run custom maps across all our servers. I don’t think the cliffs they use are much different then proc gen -
NPCs spawning inside of Cliff Terrain
SlayersRust replied to SlayersRust's Support Report in Support
We really love the plugin but can no longer run it as the scientists keep getting stuck in the cliffs. Would be awesome to add something to the plugin so this doesn’t happen anymore -
Plugin is causing massive console spam in the GB
SlayersRust replied to SlayersRust's Support Report in Support
https://limewire.com/d/XkBec#MCtvqhh0H3 My config the codefling says 11kb is too big to share LOL -
Plugin is causing massive console spam in the GB from NpcSpawn and Ferry terminal event cause. I have attached my FerryTerminalEvent config if that helps The spam is coming from broken NpcSpawn scientists repeatedly running their AI brain. Your log contains almost 20,000 repetitions of: System.NullReferenceException at Oxide.Plugins.NpcSpawn+CustomScientistBrain.Think The first failure happens while Ferry Terminal Event is spawning its “Guardian NPC”: Failed to call hook 'SpawnNpc' on plugin 'NpcSpawn v3.3.7' at NpcSpawn.CustomScientistNpc.WeaponSelector.GetTypeWeaponItem(Item item) [Ferry Terminal Event] Error while spawning NPC Guardian NPC That means NpcSpawn is receiving a null or invalid weapon item. The NPC then becomes only partially initialized, but its CustomScientistBrain.Think() continues running and throws an exception every AI tick.
-
After i just updated to the recent version of NPC my servers are getting absolutely blasted by insanely laggy console spam. I was updating from 3.3.7 forced wipe update. Failed to call hook 'SpawnNpc' on plugin 'NpcSpawn v3.3.7' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.NpcSpawn+CustomScientistNpc+WeaponSelector.GetTypeWeaponItem (Item item) [0x00000] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn+CustomScientistNpc+WeaponSelector..ctor (Oxide.Plugins.NpcSpawn+CustomScientistNpc npc) [0x00046] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn+CustomScientistNpc.ServerInit () [0x001c0] in <dab2d89781144ed49ef97865ea3f72ce>:0 at BaseNetworkable.Spawn () [0x0004f] in <04a81e948796475cb46b54f47aa78d58>:0 at BaseEntity.Spawn () [0x00000] in <04a81e948796475cb46b54f47aa78d58>:0 at Oxide.Plugins.NpcSpawn.CreateCustomNpc (UnityEngine.Vector3 position, Oxide.Plugins.NpcSpawn+NpcConfig config) [0x00076] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn.SpawnNpc (UnityEngine.Vector3 position, Newtonsoft.Json.Linq.JObject configJson) [0x00007] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01b7b] in <dab2d89781144ed49ef97865ea3f72ce>: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 [Ferry Terminal Event] [ERROR] 12:24:00 [FerryTerminalEvent] [ERROR] Error while spawning NPC Guardian NPC Failed to call hook 'SpawnNpc' on plugin 'NpcSpawn v3.3.7' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.NpcSpawn+CustomScientistNpc+WeaponSelector.GetTypeWeaponItem (Item item) [0x00000] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn+CustomScientistNpc+WeaponSelector..ctor (Oxide.Plugins.NpcSpawn+CustomScientistNpc npc) [0x00046] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn+CustomScientistNpc.ServerInit () [0x001c0] in <dab2d89781144ed49ef97865ea3f72ce>:0 at BaseNetworkable.Spawn () [0x0004f] in <04a81e948796475cb46b54f47aa78d58>:0 at BaseEntity.Spawn () [0x00000] in <04a81e948796475cb46b54f47aa78d58>:0 at Oxide.Plugins.NpcSpawn.CreateCustomNpc (UnityEngine.Vector3 position, Oxide.Plugins.NpcSpawn+NpcConfig config) [0x00076] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn.SpawnNpc (UnityEngine.Vector3 position, Newtonsoft.Json.Linq.JObject configJson) [0x00007] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01b7b] in <dab2d89781144ed49ef97865ea3f72ce>: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 [Ferry Terminal Event] [ERROR] 12:24:00 [FerryTerminalEvent] [ERROR] Error while spawning NPC Guardian NPC Failed to call hook 'SpawnNpc' on plugin 'NpcSpawn v3.3.7' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.NpcSpawn+CustomScientistNpc+WeaponSelector.GetTypeWeaponItem (Item item) [0x00000] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn+CustomScientistNpc+WeaponSelector..ctor (Oxide.Plugins.NpcSpawn+CustomScientistNpc npc) [0x00046] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn+CustomScientistNpc.ServerInit () [0x001c0] in <dab2d89781144ed49ef97865ea3f72ce>:0 at BaseNetworkable.Spawn () [0x0004f] in <04a81e948796475cb46b54f47aa78d58>:0 at BaseEntity.Spawn () [0x00000] in <04a81e948796475cb46b54f47aa78d58>:0 at Oxide.Plugins.NpcSpawn.CreateCustomNpc (UnityEngine.Vector3 position, Oxide.Plugins.NpcSpawn+NpcConfig config) [0x00076] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn.SpawnNpc (UnityEngine.Vector3 position, Newtonsoft.Json.Linq.JObject configJson) [0x00007] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01b7b] in <dab2d89781144ed49ef97865ea3f72ce>: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 [Ferry Terminal Event] [ERROR] 12:24:00 [FerryTerminalEvent] [ERROR] Error while spawning NPC Guardian NPC Failed to call hook 'SpawnNpc' on plugin 'NpcSpawn v3.3.7' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.NpcSpawn+CustomScientistNpc+WeaponSelector.GetTypeWeaponItem (Item item) [0x00000] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn+CustomScientistNpc+WeaponSelector..ctor (Oxide.Plugins.NpcSpawn+CustomScientistNpc npc) [0x00046] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn+CustomScientistNpc.ServerInit () [0x001c0] in <dab2d89781144ed49ef97865ea3f72ce>:0 at BaseNetworkable.Spawn () [0x0004f] in <04a81e948796475cb46b54f47aa78d58>:0 at BaseEntity.Spawn () [0x00000] in <04a81e948796475cb46b54f47aa78d58>:0 at Oxide.Plugins.NpcSpawn.CreateCustomNpc (UnityEngine.Vector3 position, Oxide.Plugins.NpcSpawn+NpcConfig config) [0x00076] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn.SpawnNpc (UnityEngine.Vector3 position, Newtonsoft.Json.Linq.JObject configJson) [0x00007] in <dab2d89781144ed49ef97865ea3f72ce>:0 at Oxide.Plugins.NpcSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01b7b] in <dab2d89781144ed49ef97865ea3f72ce>: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
-
- 34 comments
-
- 1
-
-
- #custom
- #custom map
-
(and 4 more)
Tagged with:
-
- 15 comments
-
- #underwater base
- #underwater monument
- (and 16 more)
-
Have it so only Clan Members or base owner can toggle off turrets?
SlayersRust posted A Support Report in Support
"[Building] Require TC auth to open /ts UI": true, Can we have it so only Clan Members or base owner can toggle off turrets? If a player raids to TC they can simple toggle off all base turrets making the raid super easy, I think only the Base Owner/Clan Members should be allowed to use the /ts options once they have TC access, Thanks for any help with this -
Also one more question my weapons stack to 1x only on my server. If a player wants to say fill up 100 turrets at once with aks how can they do that since it’s not possible to fit 100 aks into a players inventory? Is there a way to maybe pull from all players base storage etc? I was worried players could abuse this, does your plugin mean that players will always need to have the weapons on them to refill the turrets? I don’t want players to be able to get unlimited aks
-
- 15 comments
-
- #underwater base
- #underwater monument
- (and 16 more)