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FandangoChristmas

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Everything posted by FandangoChristmas

  1. That is good to know! That is the one reason i kept prevent looting on. I just wanted to let you know, that when the server is in pve mode, if there is animals in a zone, for lets say my town, the animals wont take dmg from players until the animals leave the zone. I remember they used to take damage last month, as it would pop up a message that dmg cannot be done in a pve zone (but they could still take dmg), but I had disabled that message as i dont need a warning to kill animals in the zone. And I was going to message about the raid and pve notification blocking stuff on the right of screen, but I see your already fixing that. Thank you!
  2. When I start up the server I always see this in the console. Is this something to worry about? (12:49:22) | Failed to execute OnFrame callback () at string UnityEngine.Object.get_name() at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/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 70 (12:49:22) | Failed to execute OnFrame callback () at string UnityEngine.Object.get_name() at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/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 70 (12:49:22) | Failed to execute OnFrame callback () at string UnityEngine.Object.get_name() at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/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 70 (12:49:22) | Failed to execute OnFrame callback () at string UnityEngine.Object.get_name() at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/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 70 (12:49:22) | Failed to execute OnFrame callback () at string UnityEngine.Object.get_name() at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/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 70 (12:49:22) | Failed to execute OnFrame callback () at string UnityEngine.Object.get_name() at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/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 70 (12:49:22) | Failed to execute OnFrame callback () at string UnityEngine.Object.get_name() at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/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 70 (12:49:22) | Failed to execute OnFrame callback () at string UnityEngine.Object.get_name() at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/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 70 (12:49:22) | Failed to execute OnFrame callback () at string UnityEngine.Object.get_name() at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/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 70 (12:49:22) | Failed to execute OnFrame callback () at string UnityEngine.Object.get_name() at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/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 70 (12:49:22) | Failed to execute OnFrame callback () at string UnityEngine.Object.get_name() at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/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 70 (12:49:22) | Failed to execute OnFrame callback () at string UnityEngine.Object.get_name() at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/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 70 (12:49:22) | Failed to execute OnFrame callback () at string UnityEngine.Object.get_name() at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/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 70 (12:49:22) | Failed to execute OnFrame callback () at string UnityEngine.Object.get_name() at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/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 70 (12:49:22) | Failed to execute OnFrame callback () at string UnityEngine.Object.get_name() at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/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 70 (12:49:22) | Failed to execute OnFrame callback () at string UnityEngine.Object.get_name() at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/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 70 (12:49:22) | Failed to execute OnFrame callback () at string UnityEngine.Object.get_name() at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/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 70 (12:49:22) | Failed to execute OnFrame callback () at string UnityEngine.Object.get_name() at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/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 70 (12:49:22) | Failed to execute OnFrame callback () at string UnityEngine.Object.get_name() at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/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 70 (12:49:22) | Failed to execute OnFrame callback () at string UnityEngine.Object.get_name() at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/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 70
  3. Good day! I love this plugin, hands down the best PVE plugin. Could we get a timer for the frequency on the message for pve enabled and when pvp starts in the status area like shown in the picture in the post above? EDIT: Nevermind, I was just changing some settings in the config and found it near the bottom. Ignore the above message.
  4. Thanks Raul, this is the config here. { "Prefix": "Portable Recycler", "OpenCommand": "recycler", "PlayOpenEffect": true, "ChatIconSteamId": 0, "Rules": { "CanUseRecyclerWhileBuildingBlocked": false, "CanUseRecyclerWhileCombatBlocked": true, "CanUseRecyclerWhileRaidBlocked": true }, "Phrases": { "CooledDown": "You're in cooldown.\n<size=12><color=orange>{0}</color> seconds left.</size>", "BuildingBlocked": "You're building-blocked.", "CombatBlocked": "You're combat-blocked.", "RaidBlocked": "You're raid-blocked.", "CloseClear": "Your <color=orange>Portable Recycler</color> emptied as you cannot store items inside of it." }, "GroupCooldowns": { "default": 30.0, "donate": 10.0 }, "GroupRate": { "default": 3.0, "donate": 0.0 }, "GroupQuality": { "default": 0.5, "donate": 1.0 } }
  5. Well I tried many more hours to get this to work, and it simply doesn't work with groups. I would like a refund of this plugin please. I found a another recycler plugin that works for me, because this one doesn't perform as advertised.
  6. Good day, I just bought this plugin to replace a very aging and out of date HomeRecycler plugin. I installed this yesterday, and I have the plugin loading and working via command fine, but the rate and time is default. I have the permission set to default group at default values, and I have it set for a donate group with instant recycle and 100% rate. I'm in the donate group, but I'm not getting any of these settings other than default. What could I be doing wrong? I spent all day testing it and got nowhere so far.
  7. Thanks for the update! I updated it and it seems to be giving issues with CustomVendingSetup Edit buttons on other NPC vendors and TalkingNpc vendors. I will test with the previous version right now. EDIT: Yeah it seems to be messing with CustomVendingSetup plugin. It will make the edit button appear and stay on screen when talking to any vending type NPC. I put v1.0 of this plugin back on, and it doesn't have that problem. In the meantime I will leave v1.0 on and just disable the shop with CustomVendingSetup plugin.
  8. Good day! I just noticed that this plugin is no longer blocking the npc vendors at ranch and barn. It is still working for heli vendor at bandit and the fishing villages. I'm using this plugin on Carbon.
  9. Thank you so much! it worked fine with the event ending naturally, and with the new force stop command. I don't need to use the stop command anyways so its all good. The problem with it ending prperly is fixed for me! Thank you again Fruster
  10. Good day! I just gave it a test, and so far it is working when the event ends by itself and if I use the force end event command. However it still doesnt end event with crashcargoplane command, but not a big deal as the other command works. Overall it is making the Hud icon on ServerHud plugin vanish when event is done.
  11. I have had the same problem since FP added the NPCs to bradleys. The only bradley plugins I use are MonumentBradley by Razor and BradleyControl by VisEntities. In the meantime I ended up removing BradleyGuards last month and have been using BotRespawn for spawning more NPCs out on brad kills. EDIT: I also use HeavyOilRig event, Convoy and ArmoredTrains.
  12. Thank you for taking a look and updating it. I will be able to test it on Thursday evening!
  13. Yes, when the event ends by itself and if I run the command as well. I have all the announcement messages empty, and I have crates and npc to despawn in 3600 seconds. And I'm on newest carbon prod build. Before the rust update this month, a plugin reload wouldn't work as well, but since this newest test and newest rust and carbon updates, the plugin reload made it end the event. The hud will stay lit up on ServerHud when the crates and npc despawn naturally. I haven't fought and killed the npc for testing. If i type crashcargoplane into console when its active, it will not despawn the event.
  14. Second test involved unloading those 2 private plugins for controlling the hook for planecrash by k1lly0u, and then I typed callcargoplane and then crashcargoplane again. The console command crashcargoplane didnt register any response in console again. I reloaded CargoPlaneCrash plugin and it ended the event and made the active icon in Server Hud disappear. I then loaded my 2 private plugins back up again, and did the callcargoplane and then crashcargoplane in console again, and it was the same results as before.
  15. It looks like it is still doing that. So far in this test I tried it by console command manually. I started the event with callcargoplane , and the event starts fine. I type in crashcargoplane into console and the event remains on map and active in Server Hud plugin. Perhaps could it be my event settings? I have all event notifications messages empty so players have to go by HUD when its active or not. I have 2 private plugins to control the hook for k1lly0us planecrash plugin to recognize event start and end so that Server Hud can recognize its start and end. I can send you those in DM if you wish to check them, if you think it could interfere. In the meantime I will remove those and test without those on.
  16. Good day Fruster! I haven't been playing rust this month since I posted, but I was just about to update my test server again work on it, as I need to push it onto my main next month. I will check it out now after these newest updates and Carbon updates.
  17. I will continue testing! I have had thoughts it could be from other hook for OnEntityKill. I will continue investigating.
  18. Since this last plugin update, The CargoPlaneCrashEnded will not tell Server HUD plugin that the event has ended. If i reload the CargoPlaneCrash plugin, the Server HUD plugin still has it lit like its active. The only way to get the icon to remove is to reload the Server HUD plugin. I'm using latest rust update and newest Carbon production build on linux.
  19. Good day, I seem to be having a problem with this plugin calling its event end hook, CargoPlaneCrashEnded. I use Server Hud, and when the event starts, Server Hud detects it fine. When the event ends by timer, the active icon still shows in the HUD. Even if I reload the CargoPlaneCrash plugin. I have announcement messages turned off for the event in config, and I am using Carbon. When I reload Server Hud, it then detects that the event isn't active.
  20. Thank you for the loot update! It is much better loot payout now for the event. The only downside of the removal of the global broadcast config option (obsolete) , the players are able to cheat ridiculous kill shot distance for stats leaderboards. In the future could you implement a feature owners could enable to allow the event to have a distance for damage, for example you have to be within 100 to do damage to the npcs, and if your out of the range then you don't get damage on the npc. Another cool thing would be if we could enable a turret or samsite on the tug.
  21. Thank you!! If the server reboots during the pvp hours, will it run the unload command again on SimplePve plugin startup? I cannot believe I didn't see that. Sorry, lol
  22. I have a suggestion for the plugin, but not sure if there could be something that could do this already, but would be cool if it could be integrated into the schedule. It would be really cool if you could get the SimplePve plugin to unload or deactivate certain plugins automatically if it was setup by owner to do so. For example, I use PreventLooting so people can share certain things, over using the in-built loot protection, and a couple other like anti-ladder twig and a couple others that would be cool to disable without having to log in at the moment it turns to pvp. I understand if this could be to much to ask, and If anyone has a suggestion for a plugin that does this type of thing, let me know.
  23. Thanks, I will do that when I update it later!
  24. I'm just about to update to this today. Did you have to regenerate a new config or could you use the same previous one?
  25. One of my regular players told me , "the timer indicator/marker on the map stays at "53mins" forever." Basically the timer gets stuck.
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