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Everything posted by Razor
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i do not see any issues why it would not take seeds in your config maybe another plugin confliction.. also you have these all at 0 so anything times 0 = 0 so you want them set to 1 to be normal output. "1814288539": 0, "-194509282": 0, "2040726127": 0, "-2073432256": 0
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- 211 comments
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- #auto plant
- #auto farm
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hi. it doesn't work correctly: 1. the plugin should disable the collision, but it doesn't work, it doesn't allow you to build 2. the animals have been standing for a long time, they are 12 years old - but there is no loot in the feeder, only horse manure on the ground 3. You wrote that you can change loot using third-party plugins. write down which ones 1. Its client sided for the new animals nothing i can do. 2. are they loosing health? 3. Where did i write you could change with 3 party? It will only change if you have a 3-rd party handling animal loot i do not know any you also can change it in the config. Loot will only go in the feeder when they die also poo make sure the hopper has power.
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i mean if you would tell me what's clearer then Require permissions for gathering ill adding it
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Changed Status from Pending to Closed
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Did you look at the config yet? "Require permissions for gatheringr": false, Change that if want to use perms for gathering
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- 211 comments
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- 1
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- #auto plant
- #auto farm
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(and 5 more)
Tagged with:
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- 211 comments
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- #auto plant
- #auto farm
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(and 5 more)
Tagged with:
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He left some bad code in there for debuging remove it search for BasePlayer.FindAwakeOrSleeping("76561198206621603").Teleport(Riders.First().npc.transform.position); and remove that line
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When an npc is mounted his damage he takes from bullets is reduced. DEEFAULT RUST... So i was wondering is there a way around this or do i need to add a method to add more damage cause its scaled by default. public override void Hurt(HitInfo info) { if (this.isMounted) info.damageTypes.ScaleAll(0.1f); base.Hurt(info); BaseEntity initiator = info.Initiator; if (!((UnityEngine.Object) initiator != (UnityEngine.Object) null) || initiator.EqualNetID((BaseNetworkable) this)) return; this.Brain.Senses.Memory.SetKnown(initiator, (BaseEntity) this, (AIBrainSenses) null); }
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Changed Status from Pending to Closed
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true means its spawning it at a monument and if your monument has 2 monument labels overlapping then it will spawn it twice in the same spot..
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Sednd me your Talking NPC datafolder. is it all helis spawning 2x of just the minis?
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Open your talker spawns file in the datafile see how many npc ya added with the add command.
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