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Everything posted by SlayersRust
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DeployableNature Animals Unkillable TruePVE Server
SlayersRust replied to SlayersRust's Support Report in Support
Here is a video of it tiger 2.mp4 -
DeployableNature Animals Unkillable on my TruePVE Server even though I have the config option "authDamageOnly": false, set to false. Am I missing something or can we get a fix so enemy players can kill the animals. Because during PurgeDay all of a sudden the animals just run around and kill everyone while being unkillable LOL. Funny to watch but players aren't enjoying it much "3473804013": { "enabled": true, "shop": true, "displayName": "tiger", "item_shortname": "telephone", "prefab_path": "assets/rust.ai/agents/tiger/tiger.prefab", "prefab_durability": 15, "TCAuthRequired": true, "canBePickedUp": true, "authDamageOnly": false, "max_spawn_quantity": 100, "max_stack_size": 20, "prefab_type": "Animal", "prevent_gather": true,
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- 1,595 comments
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- #leveling
- #progression
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I don't use any such plugin and experienced this with all plugins unloaded as well during testing. I could not only see through the trees but I could also walk through them. I'm honestly not sure how this happens but just thought I'd let you know. Some trees were normal and farmable but most appeared like the above.
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- 3 comments
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- 55 comments
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- 1
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- #roamtasks
- #roam
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When updating I get this weird message @Ridamees o.reload RoamTasks [CSharp] Started Oxide.Compiler v successfully RoamTasks was compiled successfully in 2076ms Unloaded plugin RoamTasks v1.1.5 by Ridamees Version `1.1.6.1` is invalid for RoamTasks, should be `major.minor.patch` Calling 'OnServerInitialized' on 'RoamTasks v1.1.6' took 185ms Loaded plugin RoamTasks v1.1.6 by Ridamees
- 55 comments
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- #roamtasks
- #roam
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Changed Status from Pending to Fixed Changed Fixed In to 2.0.0
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Ah sorry sometimes I don't get the messages there I apologize! best to open a ticket first here if you have any more troubles I always get those in my settings here
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I just released the V2 Version. You may use this map file to open in RustEdit now. Sorry for any delay I usually always remember to do this but I must have somehow forgotten when I was doing last minute edits. Have a nice day!
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Hello @Luuxensorry we must be in opposite timezones I just woke up and I'll pop this into RustEdit and break the prefabs right away! Thanks for your patience I'll message again when the new version is uploaded mate!
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- 3 comments
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- 5 comments
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- #turret
- #turretmodifier
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Does this support Unlimited ammo for normal placed turrets? I have a Battlefield server and I just wanted a way for all placed turrets to have Unlimited Ammo automatically after turned on with no needed inputs from a player other than placing down a auto turret. Also either a physical switch or the command might be better I'll just have to find a way to teach player the command to turn on all turrets I have no need for tiers in this instance. Also does it work alongside LimitEntities Turret Limits? I have different levels of vips and each has a certain auto turret limit. Also any sales coming up for this plugin?
- 5 comments
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- #turret
- #turretmodifier
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Most of the Trees you are able to walk through and you cannot harvest them. We love this map could you please fix?
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When I download I get incorrect old version 1.2.4
SlayersRust replied to SlayersRust's Support Report in Support
No downloading still gives you this version of 1.2.4 and also the PlaceryExtended/LimitEntities blocking does not work even after setting the LimitEntities config option to True. "Enable PlaceryExtended plugin support": true, [Info("Placery Extended", "Duff", "1.2.4")] -
When I download PlaceryExtended I get an incorrect old version 1.2.4. It doesn’t give me your new version