-
Posts
302 -
Joined
-
Last visited
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Services
Downloads Plus Support
DOWNLOADS EXTRA
Everything posted by FandangoChristmas
-
@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
-
@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.
-
This skinning plugin is the best skinning plugin to use for a rust server. I have tried many throughout the years, and I have found this one to function without barely any impact on the server. No clunky UI, or high RAM usage, or clutter. Its similar to the ease of SkinBox, but way better in performance, and the dev has top notch fixes and updates if needed. Don't waste your time and money with other ones out there. Some have more flash than substance, and for 24.99, this plugin is the best value, and only plugin you should use for skins.
-
I just updated to the new plugin version, and players are still unable to dmg animals while in a zonemanager zone, as well as animals dmging players. The notification is also still not working here. With these settings here below, I get notification for Purge PVE Status showing up. I'm trying to only have the Purge PVP status for end of the month PVP day. "Purge Schedule Status": { "Status Enable": true, "Purge PVP Status": { "Enable Status": true, "Text List": [ "PVP ENABLEING IN {TIMER}", "RAID ENABLEING IN {TIMER}", "PVP PURGING IN {TIMER}" ], "Text Color": "#FFFFFF", "Icon Image Url": "https://i.postimg.cc/0j2n3rzp/time.png", "Icon Image Color": "#FFFFFF", "Status Color": "#A30000" }, "Purge PVE Status": { "Enable Status": false, "Text List": [ "PVE ENABLING IN {TIMER}", "RAID DISABLEING IN {TIMER}", "PVE PURGING IN {TIMER}" ],
-
@Iftebinjan Good day! I want to report that since this months wipe and this newest plugin update, animals cannot be damaged when in a zonemanager zone, and animals cannot dmg players in the zones as well. Last month we could hunt animals in the zonemanager zones. Thank you for the great plugin again!
-
@The_Kiiiing One of my regular players that does this event just let me know that the code he picked up for unlocking the door on the boat didn't open the door. I will start to take a look at this myself, but I thought to let you know now before I test. I'm using latest production build of Carbon for windows OS on the server. EDIT: We jsut did one together and had the same result, but I was able to record the steps of what it did. He beat the captain, and got the code. When I tried to access the door to input code it says, "you dont have permission to do this". When the other player that was doing the event was trying the door he said it said, " not in a team with the player".
-
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!
-
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
-
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.
-
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.
- 238 comments
-
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.
- 266 comments
-
- #event
- #cargoplane
- (and 18 more)
-
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.
-
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.
