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Everything posted by FandangoChristmas
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Good day @The_Kiiiing! I have a question about the event, and possible feature ideas. I notice lately when players are jumping onto the tugboat from their boat that they get stuck on the side of the tugboat. The only way to remove them is a admin teleport them to safety or onto the deck of the tugboat. IS there anyway to prevent players being stuck onto the tugboat when jumping onto it? A request from players is a way for the tugboat to slow down or stop when shot at so it can be boarded easier. Another feature that would be cool to have is a optional turret/SAM that could spawn on tugs to create harder version of events.
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- 24 comments
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@Razor Letting you know after todays wipe update, my custom vending shops accessed through Talking NPC will close right after opening the shop. You can see the shop page open, then it quickly closes. It might not be this plugin, it could be CustomVendingSetup. It worked fine for months now until this update.
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FoodSpoil for PVE/RP [*works with Raidable Bases]
FandangoChristmas commented on RustFlash's file in Plugins
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FoodSpoil for PVE/RP [*works with Raidable Bases]
FandangoChristmas commented on RustFlash's file in Plugins
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- 24 comments
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I updated around a hour ago with newest Rust version and Carbon. It is after a server restart that the spawned NPC disappears. It also happened with previous version since the wipe as well. Before the wipe it was working fine. I will experiment some more today, and get back to you if it does it again on the next server reboot.
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- 24 comments
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After this update, my scheduled pvp wont turn off from the previous map. I couldnt edit the times via the UI as it wont work ingame anymore, so I unloaded plugin, and edited the configs time to end sooner. Its around 3 hours passed that time, and its still pvp. I will keep playing around. EDIT: I re-checked the config, and it said PVE was off at the top of the config. I turned PVE to true in the config and now PVE is on. Last few months it seemed to change back by itself when the time for pvp ended, and I didnt have to do this manually.
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@The_Kiiiing I just noticed this in server startup after the new update. [TugboatPirates] Spawning event at (2136.13, 0.00, -2475.00) (15:07:42) | [TugboatPirates] Failed to spawn npc - NpcSpawn is not loaded (15:07:42) | [TugboatPirates] Failed to spawn captain (15:07:42) | [TugboatPirates] Failed to spawn npc - NpcSpawn is not loaded (15:07:42) | [TugboatPirates] Failed to spawn npc - NpcSpawn is not loaded (15:07:42) | [TugboatPirates] Failed to spawn npc - NpcSpawn is not loaded (15:07:42) | [TugboatPirates] Failed to spawn npc - NpcSpawn is not loaded (15:07:42) | [TugboatPirates] Failed to spawn npc - NpcSpawn is not loaded (15:07:42) | [TugboatPirates] Failed to spawn npc - NpcSpawn is not loaded (15:07:42) | [TugboatPirates] Failed to spawn npc - NpcSpawn is not loaded (15:07:42) | [TugboatPirates] Failed to spawn npc - NpcSpawn is not loaded (15:07:42) | [TugboatPirates] Failed to spawn npc - NpcSpawn is not loaded (15:07:42) | [TugboatPirates] Failed to spawn npc - NpcSpawn is not loaded (15:07:42) | [TugboatPirates] Failed to spawn npc - NpcSpawn is not loaded (15:07:42) | [TugboatPirates] Failed to spawn npc - NpcSpawn is not loaded (15:07:42) | [TugboatPirates] Failed to spawn npc - NpcSpawn is not loaded (15:07:42) | [TugboatPirates] Failed to spawn npc - NpcSpawn is not loaded
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@Krungh Crow Starting up the server with the new update I saw this appearing in startup. Slightly different than that last one I posted. NOt to sure yet if it affects anything. | Failed to execute OnFrame callback () at string UnityEngine.Object.get_name() at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in D:/TCAFiles/Users/admin/80514/carbon/plugins/BackToTheWild.cs:line 432 at void Carbon.Managers.CarbonProcessor.Update() in D:/a/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 63
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@Iftebinjan Yesterday I started purge that will run until wipe, and the plugin is supposed to unload some plugins. It unloaded the pve plugins fine when it went into PVP mode, but around 5 hours later I noticed in my rcon that the plugins reloaded up again all at the same time. Is there something I have to do to keep those plugins from reloading up again after SimplePVE unloads them? I ended up just removing all the plugins so this doesn't happen again, but you should check that out, because the plugins don't stay unloaded for to long. I use this with Carbon.