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Everything posted by MegaPihar
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- 176 comments
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- #arena
- #tournament
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- 8 comments
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- #maxhealth
- #max
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(and 2 more)
Tagged with:
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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.
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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.
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- 8 comments
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- #maxhealth
- #max
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(and 2 more)
Tagged with:
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@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.
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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.
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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!
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- 485 comments
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- #abilities
- #boss
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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
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1) Yes, I use this option for other purposes and it works. 2) Yes, after each change both plugins were rebooted, it did not help, I tried the standard 0 or 1 does not help either. 3) NPC spawn version is 2.7.9 Please check for your part whether your notifications are working or not
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It appears on the top left, floats under the map to the port, then from the port in a circle it already floats normally
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And such textures of rocks and houses in the air are also a server bug, not maps?
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No, the cargo ship did not destroy or revive.
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Half of the map the ship is inside the map underground