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Everything posted by SlayersRust
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- 12 comments
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- #underwater base
- #underwater monument
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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
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- 12 comments
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- #underwater base
- #underwater monument
- (and 16 more)
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How does the /turrets on/off work for bases that have multiple TCS? Often players build bases with a core and several off shoot TCS. If they toggle the command what happens to all the TCS that might not be attached to the main TC? also if someone were to toggle a base with 150 to 250+ turrets is there any visible performance impact for the server? I’d imagine switching on this many turrets would have a heavy performance impact if you don’t give a slight delay between each turret switched on in the code. I used another plugin before with the turret on feature that lagged things heavily when switching on a large amount of turrets at once. Were any server performance metrics tested while testing this option on bases with huge amounts of turrets?
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Yes you will need to open your map in the rustedit map editing program which is free and place them wherever you’d like underwater with the floor slightly above the ocean floor and that’s it! It’s quite simple placements place the file in your custom prefabs folder of rustedit before loading the program as well. There are many great YouTube videos explaining this process
- 12 comments
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- #underwater base
- #underwater monument
- (and 16 more)
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- 12 comments
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- #underwater base
- #underwater monument
- (and 16 more)
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Hello this includes one single RustEdit prefab underwater base. Hello also this is not a plugin, this is a pre-made Prefab to be used within the RustEdit Program to add to any map of your choice. If you have a Map just load it into RustEdit it is a free program and place this prefab into the CustomPrefabs folder of RustEdit. Load up RustEdit then drag and drop until its level with flat ocean terrain and you are good to go then save the .map file https://www.rustedit.io/
- 12 comments
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- #underwater base
- #underwater monument
- (and 16 more)
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- 38 comments
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- #minecraft
- #cube
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Failed to run a 0.01 timer in 'F15CrashEvent v1.1.0' (NullReferenceException: Object reference not set to an instance of an object) at BasePlayer.RequestParachuteDeploy () [0x00017] in <2fdac1f19e0a4e3fb6d15abcab9cbda0>:0 at Oxide.Plugins.F15CrashEvent+<>c__DisplayClass79_0.<SpawnNPC>b__0 () [0x00000] in <c60bebaccec8471eac234c238519ce4f>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <15f61ddda771464d8246ebdce8ff4811>:0 Failed to run a 0.01 timer in 'F15CrashEvent v1.1.0' (NullReferenceException: Object reference not set to an instance of an object)
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One hit scientists doesn’t work on zombie horde zombies
SlayersRust posted A Support Report in Support
One hit scientists doesn’t work on zombie horde zombies. Sometimes it takes a few shots to take down scarecrows, zombies NPCs from zombie horde plugin and event spawned zombies. It works fine on scientists but doesn’t work correctly on some zombies -
- 38 comments
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- #minecraft
- #cube
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Has anyone this wipe experienced base entities crumbling? Like walls etc? A player was online and experienced the top floor of their base crumble for no reason while they were on it with their turrets etc I am having my main staff try to recreate this issue, but thought I'd open a ticket in case something may have changed this wipe
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After the event ended and the player went back to their base this GUI in the image attached was stuck on a players screen The player got off last night for 2 hours anhe when i log back on it was still showing, but now is been there for 20 mins ish now A server restart was the only thing that removed the GUI for the player https://i.ibb.co/fGdj1Mzz/image.png
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Seeing this in the console 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 <87e8fa2e768d4c5db3df80bf3c9b5ea4>:0 at Oxide.Plugins.HeavyMilitaryTunnelEvent.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00770] in <87e8fa2e768d4c5db3df80bf3c9b5ea4>: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 Calling kill - but already IsDestroyed!? storageadaptor.deployed
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NPCs spawning inside of Cliff Terrain
SlayersRust replied to SlayersRust's Support Report in Support
Very cool plugin for players but sadly have to remove for now until we can get the NPCs to stop spawning inside of the cliffs and terrain after the crash happens. I get daily support tickets from it and it makes the npcs unkillable and shoot through the terrain as players cannot see them. -
After update players appear to be dying when running fast
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Hello needs an update for July forced wipe EventHelper - Failed to compile: 'BasePlayer' does not contain a definition for 'ClientRPCPlayer' and no accessible extension method 'ClientRPCPlayer' accepting a first argument of type 'BasePlayer' could be found (are you missing a using directive or an assembly reference?) | Line: 713, Pos: 20
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Needs an update for July forced wipe PveMode - Failed to compile: 'BasePlayer' does not contain a definition for 'ClientRPCPlayer' and no accessible extension method 'ClientRPCPlayer' accepting a first argument of type 'BasePlayer' could be found (are you missing a using directive or an assembly reference?) | Line: 573, Pos: 24
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Needs an update for July forced wipe MapTeleport - Failed to compile: 'BasePlayer' does not contain a definition for 'ClientRPCPlayer' and no accessible extension method 'ClientRPCPlayer' accepting a first argument of type 'BasePlayer' could be found (are you missing a using directive or an assembly reference?) | Line: 1332, Pos: 28
- 9 comments
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- #mapteleport
- #teleport
- (and 7 more)