Jump to content

Chill Roleplay

Creator
  • Posts

    706
  • Joined

  • Last visited

Everything posted by Chill Roleplay

  1. Chill Roleplay

    Jet Event

    was wondering why plugin always needed reloaded, (we have jetpacks) and they share same command - just incase anyone else had this issue
  2. Still not 100% sure i asked another dev for help and they said that i "have an unofficial skin in the skins plugin on my server that is causing problems, this can cause players to be kicked by the server, if the skin is broken, look for the problem here" then i said i tested without the skins plugin and he said it doesn't matter cause the skineady in the game
  3. if you put 1 dirty money into 2 slots it breaks the machine and creates a error for creating a item with value less than 1
  4. Disregard this, this happened even without Skin controller installed
  5. Please add an option to purchase and receive funds in a custom currency (like shortname/skinid) option
  6. yes this is perfect a permission group that is notified when one is placed
  7. Chill Roleplay

    players crash randomly

    70.40.82.71:24902/76561199362782766/NotJoeMomma disconnecting: Exception (cs:87364): NullReferenceException: Object reference not set to an instance of an object. Rust.Workshop.Skin+<LoadAssets>d__11.MoveNext () (at <00000000000000000000000000000000>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <00000000000000000000000000000000>:0) Rust.Workshop.WorkshopSkin+<LoadSkin>d__35.MoveNext () (at <00000000000000000000000000000000>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <00000000000000000000000000000000>:0) Rust.Workshop.WorkshopSkin+<SkinQueueCoroutine>d__33.MoveNext () (at <00000000000000000000000000000000>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <00000000000000000000000000000000>:0) Rust.Workshop.WorkshopSkin+<LoadItem>d__34.MoveNext () (at <00000000000000000000000000000000>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <00000000000000000000000000000000>:0) Rust.Workshop.WorkshopSkin+<ItemQueueCoroutine>d__32.MoveNext () (at <00000000000000000000000000000000>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <00000000000000000000000000000000>:0) Rust.Workshop.WorkshopSkin.LoadOrUnloadSkinAssets (System.UInt64 workshopId) (at <00000000000000000000000000000000>:0) Rust.Workshop.WorkshopSkin.Apply (System.UInt64 workshopId, System.Action`1[T] callback) (at <00000000000000000000000000000000>:0) Rust.Workshop.WorkshopSkin.Apply (UnityEngine.GameObject gameobj, System.UInt64 workshopId, System.Action`1[T] callback) (at <00000000000000000000000000000000>:0) DroppedItem.PostInitShared () (at <00000000000000000000000000000000>:0) BaseNetworkable.ClientSpawn (ProtoBuf.Entity info) (at <00000000000000000000000000000000>:0) Client.CreateOrUpdateEntity (ProtoBuf.Entity info, System.Int64 size) (at <00000000000000000000000000000000>:0) Client.OnEntities (Network.Message packet) (at <00000000000000000000000000000000>:0) Client.OnNetworkMessage (Network.Message packet) (at <00000000000000000000000000000000>:0) Facepunch.Network.Raknet.Client.ProcessRead (Network.NetRead read) (at <00000000000000000000000000000000>:0) Network.BaseNetwork.Cycle () (at <00000000000000000000000000000000>:0) Client.Update () (at <00000000000000000000000000000000>:0) Rust.Workshop.<LoadSkin>d__35:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Rust.Workshop.<SkinQueueCoroutine>d__33:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Rust.Workshop.<LoadItem>d__34:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Rust.Workshop.<ItemQueueCoroutine>d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Rust.Workshop.WorkshopSkin:LoadOrUnloadSkinAssets(UInt64) Rust.Workshop.WorkshopSkin:Apply(UInt64, Action`1) Rust.Workshop.WorkshopSkin:Apply(GameObject, UInt64, Action`1) DroppedItem:PostInitShared() BaseNetworkable:ClientSpawn(Entity) Client:CreateOrUpdateEntity(Entity, Int64) Client:OnEntities(Message) Client:OnNetworkMessage(Message) Facepu50.47.252.165:64382/76561198212940061/Shadow disconnecting: Exception (cs:87364): NullReferenceException: Object reference not set to an instance of an object. Rust.Workshop.Skin+<LoadAssets>d__11.MoveNext () (at <00000000000000000000000000000000>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <00000000000000000000000000000000>:0) Rust.Workshop.WorkshopSkin+<LoadSkin>d__35.MoveNext () (at <00000000000000000000000000000000>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <00000000000000000000000000000000>:0) Rust.Workshop.<LoadSkin>d__35:MoveNext() UnityE112.200.175.34:22625/76561198152619044/Feitan disconnecting: Exception (cs:87364): NullReferenceException: Object reference not set to an instance of an object. Rust.Workshop.Skin+<LoadAssets>d__11.MoveNext () (at <00000000000000000000000000000000>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <00000000000000000000000000000000>:0) Rust.Workshop.WorkshopSkin+<LoadSkin>d__35.MoveNext () (at <00000000000000000000000000000000>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <00000000000000000000000
  8. Created a ticket the message was to big for here
  9. can we get a option to have Notify drop a notification when a printer is placed or even better a option to secretly notify a specific set of groups
  10. use command without money printer in front like this: /givemoneyprinter <PlayerName>: Gives a money printer to yourself or a specified player (requires moneyprinter.GiveMoneyPrinter permission). /givedirtymoney <PlayerName> <Amount>: Gives dirty money (requires moneyprinter.GiveDirtyMoney permission). /removemoneyprinter: Removes your money printer (requires moneyprinter.RemoveMoneyPrinter permission and must be used while looking at the money printer). /moneyprinter: Displays available commands based on permissions. /upgrademoneyprinter: Upgrade your money printer to optimize its performance and profitability (requires moneyprinter.UpgradeMoneyPrinter permission). (make sure you have assigned the perms to yourself aswell)
  11. if i have 2 bandit wheels on the server will this effect performance, and will this still work?
  12. sorry I have a lot of questions and I'm very interested in replacing our money laundering system we have currently -is there a way to set the printers down in no build areas -Are they protected from dammage -is there a way this will only work in a zone manager zone -is there a ways for a group to get a notification that someone is printing money at one at the print locations a set duration of time after a player begins printing? -do each of these have permissions? i don't want everyone to be able to do this if I get it /givemoneyprinter | Gives you a money printer /givedirtymoney <PlayerName> <Amount> | Give DirtyMoney /removemoneyprinter | Remove your money printer (You need to look at money printer
  13. Many players joined the event - the time only worked for some of us - alot of us were confused on how if the event had already started - one player said the counter is working for me and we have 5 seconds to go - before the 5 seconds player Techno left the game - the game started - techno said he was stuck - techno waited until the entire game finished - he did not get revived onto map - Techno had to relog to play again - during the event many players fell through the glass but every time i fell through it spawned me back in to play again - eventually it was just me and 1 other player - i relised i was stuck on god mode somehow and could not exit it - once the event finished everyone started saying they did not get loot back and there was no bodies at death locations Maybye more details will help? ^
  14. I don't know if Event Helper by im the new guy might be a better way to manage the entering and exits?
  15. I'm very patient and i dont mind waiting, id rather support your project and can wait. I do think your plugins should have more testing before release though. in future if you wanted help with testing at all I am usually available! Cant wait to try the update! the events overall do seem fun
  16. Hello just wanted to say im very unhappy with the purchase of this event and floor drops - The glass bridge event caused half the players to loose everything they had - 1 player left the event early and is still stuck in the event some how and its over
  17. so this wont prob work well for me? a large percentage of my plugins require npc spawn
  18. "Protection Settings": { "Protected entities": { "Buildings": true, "Deployables": true, "Traps": false, "Loot Nodes": false, "Authed Players": false, "Unauthed Players": false, "NPCs": false, "Animals": false, "Vehicles": true, "Horses": true, "Electrical": true }, "Protected from": { "Authorized Players": false, "Unauthorized Players": true, "Attack Heli": true, "NPCs": true }, "Protection levels": [ { "Rank": 1, "Online protection percentage (0-100)": 100.0, "Offline protection percentage (0-100)": 100.0, "Hourly cost per authorized player": 0.0, "Hourly cost per floor": 0.0, "Hourly base cost": 4.0, "Cost per damage protected": 0.0, "Max protection time (hours)": null, "Delay for offline protection (seconds)": 0, "Delay after taking damage (seconds)": 0, "Damage resets timer when owner is offline": true, "Allow tugboat protection": true
  19. ok i have enabled them for now also noticed this could this be the issue?
  20. Hello i am having issues with protected bases being damaged, A player woke up half of base including tc was gone. I have Tested Zombie Hordes meteor strikes all the fireball types I can think of torpedos everything and cannot figure out how it was broken in the night
  21. im happy was just sharing whats the best option so far, i know you will get it sorted
  22. Experiencing the same issue i just went back to v1.0.10 and things appear normal atm. well see i guess
  23. Tested Meteor events from ThePitereq and the protection works! Very happy with this so far a seperate suggestion tho would be to allow a skin type for the payment used if it's not to much trouble
  24. Hi just wondering does this plugin protects from MLRS rockets as well? I see it has these options "Protected from": { "Authorized Players": false, "Unauthorized Players": true, "Attack Heli": true, "NPCs": true just wondering if it will protect from a meteor strike? (basically a MLRS rocket with no owner)
  25. Updated my guide for 1.0.3 changes today - there was a new format on base names aswell today so keep that in mind when your updating
1.8m

Downloads

Total number of downloads.

8.3k

Customers

Total customers served.

126.1k

Files Sold

Total number of files sold.

2.6m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.