-
Posts
58 -
Joined
-
Last visited
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Services
Downloads Plus Support
DOWNLOADS EXTRA
Everything posted by MegaPihar
-
Hello, great plugin! Please add the option to grant people the ability to level up to a certain level via additional permissions. Right now, you either have leveling or you don’t. I’d like to add the option for everyone to be able to level up all stats up to x2, and then only with VIP privileges — for example, x3.
-
We’ve verified that the previous bug is fixed thanks but we’ve found a new exploit. A player starts hacking a locked crate and fights off the bots; before the hacking timer runs out, they run a short distance down the tunnel, triggering the notification "Hack interrupted, crate locked, security restored!" The player then re-enters the event, opens the crate, and kills the enemies; this process can be repeated until the overall event timer expires.
-
Да! Событие начинается с ввода команды `subwayevent start` в консоль; продолжительность по умолчанию составляет 1800 секунд. Игрок начинает событие с одного конца и направляется к запертому ящику, чтобы начать его взлом. Каждые 15 секунд с каждой стороны врывается террорист-смертник; этот процесс продолжается все 1800 секунд — или до истечения таймера события или до тех пор, пока игрок не решит получить доступ к незапертому ящику. Если таймер взлома истекает, но игрок оставляет ящик нетронутым и необработанным, боты продолжают появляться каждые 15 секунд (плюс-минус); однако, если игрок открывает ящик, появление ботов прекращается. Иногда игроки намеренно избегают открытия ящика, чтобы нафармить больше ботов, часто совершая более 50 убийств за одну сессию.
-
Hello, can you tell me please. Players raid the base, open all the boxes, and the timer resets even though they haven't found the cabinet, and the countdown to deleting the base starts at 10 minutes. For some reason, the cabinet isn't counted in the loot counter, but it's marked as found. How can I fix this so that the timer only starts when all the loot is found?
-
- 178 comments
-
- #arena
- #tournament
- (and 10 more)
-
- 8 comments
-
- #maxhealth
- #max
-
(and 2 more)
Tagged with:
-
Hello, I've encountered a problem on a server with a plugin. Players are running around bases that appear automatically, killing NPCs, and then running to another base that also appears automatically. They don't enter the dome because it's private, but they kill bots while inside the dome. I'd like to request a restriction where, if a player kills an NPC, they will immediately experience a delay on that difficulty level. Additionally, I'd like to fix the issue where players cannot kill bots outside the dome.
-
Hello, please check if the protection of bases from other players is working properly. All bases are pve, and the settings are set so that people cannot enter, when trying to enter, the first time does not let in the dome, if you try a second time, for some reason it turns out to enter the dome of the base belonging to another player not a friend not a team.
-
- 8 comments
-
- #maxhealth
- #max
-
(and 2 more)
Tagged with:
-
@nivex I don't need to delete the file, but to replace it in the plugin so that other bases appear, and the names of the old bases are removed from the config. When I enter any profile, for example, rb.config remove "Easy Bases" Removing all bases for: Easy Bases Removed 0 entries, the profile name is standard.
-
Removing all bases for: Easy Bases Removed 0 entries When I enter this command, it doesn't delete the database. I've tried Easy as the name of the loot, and it doesn't work. For some reason, the deletion doesn't work. I haven't changed the default profile names, and it says everything is deleted, but it's not.
-
Hello, dear Nivex! Please help me solve this problem: players find the loot they want and don't complete the raid, leaving the map with bases that are unsuitable for raids. Other players have to wait for the spawn time to pass before they can start a new raid. I want to know how to force players to complete the raid and how to enable a lock so that if they don't complete the raid, they can't start a new one. Is there a configuration option for this? If so, please provide the line number. Thank you in advance!
-
-
- 507 comments
-
- #abilities
- #boss
- (and 16 more)
-
Hello, it is not installed arid and large cliff Couldn't find prefab "assets/bundled/prefabs/modding/admin/admin_cliff_medium_arc_arid_small.prefab" Failed to call hook 'OnEntityBuilt' on plugin 'DeployableNature v1.0.27' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.DeployableNature.CreateEntity (System.String prefab, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, System.UInt64 skin, System.UInt64 ownerID, System.Int32 max_hits, System.Boolean authDamageOnly, System.Boolean prevent_gather, System.Boolean isAdmin, System.Boolean createEntry) [0x0000f] in <7699c1a47b644a2aa20167efb1562738>:0 at Oxide.Plugins.DeployableNature.OnEntityBuilt (Planner plan, UnityEngine.GameObject go) [0x001bf] in <7699c1a47b644a2aa20167efb1562738>:0 at Oxide.Plugins.DeployableNature.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00d1c] in <7699c1a47b644a2aa20167efb1562738>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 [FSM] Possible endless recursion detected from Flee to Roam on assets/rust.ai/agents/wolf/wolf2.prefab Couldn't find prefab "assets/bundled/prefabs/modding/admin/admin_cliff_medium_arc_arid_small.prefab" Failed to call hook 'OnEntityBuilt' on plugin 'DeployableNature v1.0.27' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.DeployableNature.CreateEntity (System.String prefab, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, System.UInt64 skin, System.UInt64 ownerID, System.Int32 max_hits, System.Boolean authDamageOnly, System.Boolean prevent_gather, System.Boolean isAdmin, System.Boolean createEntry) [0x0000f] in <7699c1a47b644a2aa20167efb1562738>:0 at Oxide.Plugins.DeployableNature.OnEntityBuilt (Planner plan, UnityEngine.GameObject go) [0x001bf] in <7699c1a47b644a2aa20167efb1562738>:0 at Oxide.Plugins.DeployableNature.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00d1c] in <7699c1a47b644a2aa20167efb1562738>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 Calling 'OnEntityBuilt' on 'DeployableNature v1.0.27' took 185ms [GARBAGE COLLECT] Couldn't find prefab "assets/bundled/prefabs/modding/admin/admin_cliff_low_arc.prefab" Failed to call hook 'OnEntityBuilt' on plugin 'DeployableNature v1.0.27' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.DeployableNature.CreateEntity (System.String prefab, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, System.UInt64 skin, System.UInt64 ownerID, System.Int32 max_hits, System.Boolean authDamageOnly, System.Boolean prevent_gather, System.Boolean isAdmin, System.Boolean createEntry) [0x0000f] in <7699c1a47b644a2aa20167efb1562738>:0 at Oxide.Plugins.DeployableNature.OnEntityBuilt (Planner plan, UnityEngine.GameObject go) [0x001bf] in <7699c1a47b644a2aa20167efb1562738>:0 at Oxide.Plugins.DeployableNature.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00d1c] in <7699c1a47b644a2aa20167efb1562738>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 Couldn't find prefab "assets/bundled/prefabs/modding/admin/admin_cliff_medium_arc_arid_small.prefab" Failed to call hook 'OnEntityBuilt' on plugin 'DeployableNature v1.0.27' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.DeployableNature.CreateEntity (System.String prefab, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, System.UInt64 skin, System.UInt64 ownerID, System.Int32 max_hits, System.Boolean authDamageOnly, System.Boolean prevent_gather, System.Boolean isAdmin, System.Boolean createEntry) [0x0000f] in <7699c1a47b644a2aa20167efb1562738>:0 at Oxide.Plugins.DeployableNature.OnEntityBuilt (Planner plan, UnityEngine.GameObject go) [0x001bf] in <7699c1a47b644a2aa20167efb1562738>:0 at Oxide.Plugins.DeployableNature.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00d1c] in <7699c1a47b644a2aa20167efb1562738>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0