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SlayersRust

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Everything posted by SlayersRust

  1. Airfield has a bunch of scientists that just endlessly shoot at each other. N5/N6
  2. Top of P7 found more rocks you can get inside.
  3. i16 there are tons of rockets you can get inside and build or shoot players through.
  4. Whenever I run into the Tunnels at bottom right of "G18" I get inside terrain violation then I'm kicked and killed.
  5. SlayersRust

    Plugin won't load

    { "BatchSize": 1, "UpgradeFrequency": 0.025, "AllowUpgradeFromTc": true, "AllowUpgradeFromStorages": true, "HidePrefixWithPluginNameInMessages": false } My config and tested and it is a Valid .json file. Deleting the Data file fixed the problem. Not sure why but it did!
  6. SlayersRust

    error

    What? he was having the exact same issue as me so I thought it would be helpful to add this on here? Is that now how this works?
  7. SlayersRust

    Plugin won't load

    Plugin no longer works tried reloading it multiple times, server restarts etc. Failed to initialize plugin 'StructureUpgrade v0.5.0' (NullReferenceException: Object reference not set to an instance of an object) Please fix
  8. SlayersRust

    error

    Cannot get the plugin to load at all now Failed to initialize plugin 'StructureUpgrade v0.5.0' (NullReferenceException: Object reference not set to an instance of an object)
  9. SlayersRust

    Warhouse-

    Does this work for the NEW HDRP Update?
  10. SlayersRust

    Map Error

    It seems to have been an issue with my Test Server, after a fresh install it seems to work great now. Thank you
  11. SlayersRust

    Map Error

    I keep getting this error and getting disconnected from my test server whenever I have this prefab. Any ideas why this is happening? Server Exception: Player Update MissingFieldException: Field 'ProtoBuf.CardTable/TexasHoldEm.flopCards' not found. **************/7656119*********/Darko disconnecting: Entities Out Of Order: expected 5170, received 5171 Darko[7************] was killed by fall! I have verified all my game files and connect to all other servers just fine. I have updated my oxide and rustedit extension etc.
  12. What is the prefab count on this monument?
  13. Bandit- Seem to be the only Vending Presets in the downloaded folder, maybe its missing the outpost ones?
  14. Why do all 5 of these vendors have the same items for sale along this wall? I place the profiles in the correct folder for rustedit. Have it open on my HDRP Test Server with rustedit ext
  15. All APCInterest nodes say placement is True. Maybe my BasePathNode isn't at the correct height to the terrain?
  16. Any idea why these APC Paths wouldn't work? I have most recent RustEdit ext on my staging branch test server See photos attached
  17. So I created a Bradley Path down there and for some reason it just didn't spawn for some reason, let me get a screenshot of the Bradley Path in a sec to put here.
  18. Okay will try setting one up now thank you
  19. I do have RustEdit, I'm decent with it. I'm guessing I have to create a bradley pathing around the monument?
  20. Any Tips how to add the Bradley into this Monument?
  21. Height masks are not working for HDRP RustEdit with correct Staging Branch bundle selected
  22. Where do the .vprof files go?
  23. SlayersRust

    Durability of Bots Armor

    Is there a way to make it so the Armor the Bots are wearing have Unlimited Durability? We have 5000 HP Bosses and when players are done fighting them a lot of the time the bosses botsppawn armor armor is broken after the fight. Or is this something you could add?
  24. SlayersRust

    Transparency

    I am using your config you gave to us and it works great, however how do I adjust the transparency of the color of each button to make it a bit more see through and less distracting?
  25. SlayersRust

    Speed of Drop

    Can you add some code to your plugin, I'm trying to work with the Dev of VehicleAirdrops to make your plugin compatible with it. EquipAirdrop(SupplyDrop drop) { //do whatever you do to parent a flasher, check permissions etc, so I can call this through Interface.CallHook } add a hook to manually equip an airdrop with a light? then my plugin can just call that hook it has to be of type private, so I can call it through Interface Maybe add an option to NOT call the hook OnEntitySpawned(SupplyDrop drop) basically, an option to unsubscribe from that hook, in the config since you can't really have two plugins calling this hook at the same time, so it would only get called through VA, and then VA hook would call the newly added EquipAirdrop hook
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