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Everything posted by SlayersRust
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I want to remove the Fridge Deployable
SlayersRust replied to SlayersRust's Support Request in Support
What would be the issue with using a coffin? Because fridges only accept certain item types i feel like it could introduce a bug on certain updates if non food items are placed in a fridge. So to be safe I thought using something like a coffin is better to avoid any issues -
Failed to call hook 'SpawnNpc' on plugin 'NpcSpawn v2.8.3' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.NpcSpawn+CustomScientistNpc.UpdateInventory () [0x00116] in <2cafd9ebb2ac4399ad29b5240f865bce>:0 at Oxide.Plugins.NpcSpawn+CustomScientistNpc.ServerInit () [0x00164] in <2cafd9ebb2ac4399ad29b5240f865bce>:0 at BaseNetworkable.Spawn () [0x0004f] in <10612f05f55048cf96012a34ab66cb3d>:0 at BaseEntity.Spawn () [0x00000] in <10612f05f55048cf96012a34ab66cb3d>:0 at Oxide.Plugins.NpcSpawn.CreateCustomNpc (UnityEngine.Vector3 position, Oxide.Plugins.NpcSpawn+NpcConfig config) [0x0007b] in <2cafd9ebb2ac4399ad29b5240f865bce>:0 at Oxide.Plugins.NpcSpawn.SpawnNpc (UnityEngine.Vector3 position, Newtonsoft.Json.Linq.JObject configJson) [0x00008] in <2cafd9ebb2ac4399ad29b5240f865bce>:0 at Oxide.Plugins.NpcSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x000b0] in <2cafd9ebb2ac4399ad29b5240f865bce>: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 <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0
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o.reload HeavyRig [CSharp] Started Oxide.Compiler v successfully [Limit Entities] SOULREAPER_76 You have reached the limit 13164 of 4100 entities in this building HeavyRig was compiled successfully in 1536ms Failed to call hook 'Unload' on plugin 'HeavyRig v1.9.1' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.HeavyRig.Unload () [0x00000] in <0cb32a93936343ef9da0d281db2e3830>:0 at Oxide.Plugins.HeavyRig.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0021f] in <0cb32a93936343ef9da0d281db2e3830>: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 <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0 Unloaded plugin Heavy Rig v1.9.1 by NooBlet Failed to call hook 'OnServerInitialized' on plugin 'HeavyRig v1.9.1' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.HeavyRig.<SetupRigs>b__56_0 (MonumentInfo monument) [0x00015] in <2f4a43cac3304c09bf7938ae0b5506ab>:0 at System.Collections.Generic.List`1[T].ForEach (System.Action`1[T] action) [0x0001e] in <f98723dd4586469db5213ec59da723ca>:0 at Oxide.Plugins.HeavyRig.SetupRigs () [0x00005] in <2f4a43cac3304c09bf7938ae0b5506ab>:0 at Oxide.Plugins.HeavyRig.OnServerInitialized (System.Boolean initial) [0x0000d] in <2f4a43cac3304c09bf7938ae0b5506ab>:0 at Oxide.Plugins.HeavyRig.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0006a] in <2f4a43cac3304c09bf7938ae0b5506ab>: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 <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0 Loaded plugin Heavy Rig v1.9.1 by NooBlet This is the error I get when I reload the plugin and still no buttons and plugin loads
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So no button is spawning at my large oil rig after the latest game update could you have a look and fix?
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Ah yeah there is! What items should I add to this that people have reported causing lag? So far ill add the skill fire pit and it uses simple names or shortnames? "Prevent These Prefabs From Spawning": [ "saddletest", "testridablehorse"
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Crazy frame rate drops due to fire and other things in this base! Down to 10fps from 80fps [RaidableBases] Badshah has paid for the Hard base (Boom-Hard-Disfear) at (1301.95, 1.00, -1303.62) in Y24!
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Hello I want to remove the Fridge Deployable entirely from my config, what regular box type can I replace this with? Would a coffin work and if so what is the deployable line for me to replace all fridge deployables with? assets/prefabs/deployable/fridge/fridge.deployed.prefab is what I want to change to a non fridge item, something cooler. "Preset Name": "frige_safe_nightmare", "Prefab": "assets/prefabs/deployable/fridge/fridge.deployed.prefab", "SkinID (0 - default)": 3005880420, "Time to unlock the crates (LockedCrate) [sec.]": -1.0, "Own loot table": { "Allow the AlphaLoot plugin to spawn items in this crate": true, "The name of the loot preset for AlphaLoot": "", "Allow the CustomLoot plugin to spawn items in this crate": false, "Allow the Loot Table Stacksize GUI plugin to spawn items in this crate": false, "Clear the standard content of the crate": false, "Setting up loot from the loot table": { "Enable spawn loot from prefabs": true, "List of prefabs (one is randomly selected)": [
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- 391 comments
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- #builder
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- 391 comments
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- #builder
- #automation
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(and 9 more)
Tagged with:
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- 391 comments
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- #builder
- #automation
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(and 9 more)
Tagged with:
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- 391 comments
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- #builder
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Yes exactly! I don't want 0, I want players to be forced to complete all 4 towers BEFORE they can enter the main fortress building.
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- 391 comments
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- #builder
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Tons of errors and after every server restart I have to delete player data file to fix
SlayersRust posted A Support Request in Support
So I get tons of errors and after every server restart I have to delete player data file to get the custom buttons to be able to appear on screen again then reload the plugin. How can I fix? Failed to call hook 'OnLootEntityEnd' on plugin 'CustomButtons v2.0.72' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.CustomButtons.ShowButtons (BasePlayer player) [0x00011] in <257f38ecb053473fa7218d4c595a3b4f>:0 at Oxide.Plugins.CustomButtons.OnLootEntityEnd (BasePlayer player, BaseEntity entity) [0x00000] in <257f38ecb053473fa7218d4c595a3b4f>:0 at Oxide.Plugins.CustomButtons.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00f11] in <257f38ecb053473fa7218d4c595a3b4f>: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 <d59b507fd76240e5b62228d0eae39b73>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <d59b507fd76240e5b62228d0eae39b73>:0 -
Plugin gave me permanent PVE Zone within Airfield
SlayersRust replied to SlayersRust's Support Request in Support
Sorry I think it ended up being ZoneManagerAutoZones adding a second PVE Zone by accident after the update. I disabled it and the pve dome is no longer there. Quick question what settings are best if my entire Airfield is a PVP Zone 100% of the time using DynamicPVP? -
So I have a PVP Zone created for my airfield monument after I loaded your plugin and after operation fortress plugin has completed. Could you please tell me how to remove it? My entire map is PVE with TRUEPVE except I use DynamicPVP Plugin to add a PVP Zone to my Airfield but your plugin now gave me a permanent PVE Zone in the "EXACT BUBBLE" that was created by operation fortress. I removed your plugin, deleted zonemanager data files and double and triple check dynamicpvp configs and zonemanager configs yet its still there could you please send a fix! >3
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Could we add a config option so players cannot bypass the 4 towers and just blow straight into the main fortress without first activating the 4 switches? As seen in the photo this player activated 0/4 switches yet still they could blow their was into the main fortress. I'll include my config I also set this option: "Minimum number of activated towers for open Main Base": 4, OperationFortress.json
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Getting hook conflict from these two plugins how to fix?
SlayersRust replied to SlayersRust's Support Request in Support
Awesome thanks so much -
Mouse operation becomes ineffective after registering an item
SlayersRust replied to hid333's Support Request in Support
Okay I'll try that version thank you -
Getting hook conflict from these two plugins how to fix?
SlayersRust posted A Support Request in Support
Getting hook conflict from these two plugins how to fix? Calling hook CanBradleyApcTarget resulted in a conflict between the following plugins: BradleyDrops - True (Boolean), BradleyOptions (False (Boolean))
