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Everything posted by FandangoChristmas
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Yeah I had noticed that after this last wipe. The StackModifier paid version I know was updated to fix all that. Conditions were being set on items that shouldn't have had them, like ores. The issue was also resolved in BountyHunter plugin with the item.name field creation that made spawned invalid items that wouldn't stack with regular items.
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It worked fine for me this time, and I saw the message about losing the license. I was just trying to find a stack issue with some items I had found dropping from the NPC Targets, like scrap. I'm not sure if its StackModifier plugin conflicting with it or what, but the items are not stacking with similar existing items in my inventory. The NPC loot items all have skin 0, and no custom name, just their shortname.
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- 585 comments
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- #hud
- #interface
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- 585 comments
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- #hud
- #interface
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- 193 comments
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- #stacks
- #rust stacks
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Another thing that bothers me about player challenges, is that it counts zombiehorde kills as pvp kills. Been reporting it for years on their site and zombiehorde site, but it seems there is no maintenance for bug fixes those plugin really. The only reason I have stuck with the plugin is because of the title rewards in chat. Everyone loves those. My only workaround for that was changing the pvp titles to zombie titles. Does this plugin have that issue with npc's being count for pvp/player kills?
- 9 comments
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- #stats
- #statistics
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(12:26:17) | Couldn't find prefab "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_bradleyapc_monument.prefab" (12:26:17) | Failed to call hook 'OnEntityDeath' on plugin 'BradleyGuards v1.6.3' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.BradleyGuards.SpawnDriver (UnityEngine.Vector3 position, System.Single Health, System.Single DamageScale) [0x000a7] in <e70fcfae9bb84f76a6b08f01583aabd3>:0 at Oxide.Plugins.BradleyGuards.OnEntityDeath (BradleyAPC bradley, HitInfo info) [0x00126] in <e70fcfae9bb84f76a6b08f01583aabd3>:0 at Oxide.Plugins.BradleyGuards.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x002cb] in <e70fcfae9bb84f76a6b08f01583aabd3>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <67a45b2b63ea485294ae2cea171af2d9>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <11d59ed89122474b825fefd7e1bd95fc>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <11d59ed89122474b825fefd7e1bd95fc>:0
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- 101 comments
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- 248 comments
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- #eventmanager
- #manager
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Good day, I just wanted to report that a regular player that does the event often, has told me that sometimes the crates are not the right crate/loot. This was what he messaged me with, "entering the room I found no code crate inside, just some regular crates". I want to add that I use AlphaLoot plugin for loot, so I hope its not interfering. I have had a couple reports of the Tugboat getting stuck on junkpiles in the ocean, and I see your working on that already.
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A player on my server reported to me that a HeavyOilRig event spawned on the oilrig while he was on it, and killed him while he was waiting for his teleport home. Settings are set for the event not to spawn while players are on it. EDIT: I also want to add that I dont have this plugin use its random spawn. I have EventManager calling the event in via command. This could be the issue, and bypasses the player check.
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- 248 comments
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- 1
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- #eventmanager
- #manager
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- 248 comments
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- #eventmanager
- #manager
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(and 5 more)
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