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Everything posted by Swedish Chef
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- 29 comments
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- #rust custom map
- #turtleland island
- (and 5 more)
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- 29 comments
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- #rust custom map
- #turtleland island
- (and 5 more)
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- 29 comments
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- #rust custom map
- #turtleland island
- (and 5 more)
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- 29 comments
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- #rust custom map
- #turtleland island
- (and 5 more)
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- 29 comments
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- #rust custom map
- #turtleland island
- (and 5 more)
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right click it and therell be something like "extract convoy.." use that, itll give you a folder with the plugin in there. eng/rus , just pick one. youll get used to where it puts the extracted folder.. theres a couple options you can delete the zip after extracting and using whatever files. its like a suitcase.. for files.. .zip and .rar are the same-ish thing. edit: just thinking you must be super new to pc.. but youre rust servering it.. nice. msg me if you have any pc questions
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hi, i had just given myself some surveycharges and threw one beside some twig, just by chance, the convoy had spawned at the same time, somewhere far away, and this error got thrown. (20:05:15) | [ServerVar] giving MeatBix 12 x Survey Charge (20:06:17) | [Convoy] The event has begun (20:06:17) | Failed to call hook 'OnExplosiveThrown' on plugin 'Convoy v2.0.8' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.Convoy+<OnExplosiveThrown>c__AnonStorey14.<>m__0 (Oxide.Plugins.Convoy+ConvoyVehicle x) [0x0001c] in <c4738d3af126457d9eb14f8e49d58199>:0 at System.Linq.Enumerable.Any[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x0002c] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 at Oxide.Plugins.Convoy.OnExplosiveThrown (BasePlayer player, BaseEntity entity, ThrownWeapon item) [0x00019] in <c4738d3af126457d9eb14f8e49d58199>:0 at Oxide.Plugins.Convoy.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00aa2] in <c4738d3af126457d9eb14f8e49d58199>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <e23ba2c0f246426296d81c842cbda3af>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <46ff2b534abb4b35952608167523b7ec>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <46ff2b534abb4b35952608167523b7ec>:0
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- 29 comments
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- #rust custom map
- #turtleland island
- (and 5 more)
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- 29 comments
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- #rust custom map
- #turtleland island
- (and 5 more)
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only found a few minors.. somethings up with the river , .. just visual.. can you raise the iceberg cave a few inches? i have trafficDrivers and convoy plugins driving the roads, i imagine a few ppl have them, so stuff on the roads blocks it up. ill delete for mine, just letting you know whats goin on.. cheers
- 29 comments
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- #rust custom map
- #turtleland island
- (and 5 more)
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- 29 comments
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- #rust custom map
- #turtleland island
- (and 5 more)
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- 29 comments
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- #rust custom map
- #turtleland island
- (and 5 more)
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is there a way to check the navmesh by command? its a really handy tool, especially with custom map im not familiar with. but the button is a few clicks away in the gui and i keep having to go in out in out while looking round a new monument. would be awesome to bind to a key edit: i think it would be easier to do fine work at least if the pressing of 'check for navmesh' didnt take the focus away from WASD, leaving no choice but to close/open gui, adding to the problem just for focus's sake.. but key bind would be magic
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the road side power boxes, traffic drivers quite often run into them, get stuck and either reverse, turn, drive away which looks nice. or they keep driving fowards, and the plugin deletes them, which is also nice, but id rather the problem not happen at all. so im trying to find a way to delete them with a plugin, but i dont think its possible to edit map prefabs from plugin it mostly happens when the car goes round a corner and shortcuts it too much. is there a way to 'tighten' the cars driving so they dont go too far off road?