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Everything posted by Kobani
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- 101 comments
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- #halloween
- #zombie
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(and 8 more)
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- 101 comments
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- #halloween
- #zombie
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(and 8 more)
Tagged with:
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permission works. Thank you for adding the markers. Recording is not saved. Although it is confirmed. nothing changes in the data. if I insert my recording _new1 in the config and delete the other two, the standard sounds still come up. and not mine. I made the recording as follows: /rec and spoken with v .. /rec save new1 .. save has been confirmed ... / rec What am I doing wrong?
- 101 comments
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- #halloween
- #zombie
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(and 8 more)
Tagged with:
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That's the problem, it just doesn't work. "console : Permission 'halloween.record' doesn't exist" And Halloween will be over at some point. I would be very grateful if you solve it in a timely manner. Otherwise great plugin. Can you show markers for cemeteries on the map? then it would be perfect for me.
- 101 comments
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- #halloween
- #zombie
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(and 8 more)
Tagged with:
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- 101 comments
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- 1
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- #halloween
- #zombie
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(and 8 more)
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ok i leave the heli off for the time being.
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Hello since the wipe my console spam the following. would be good if you could fix that. Calling hook CanHelicopterTarget resulted in a conflict between the following plugins: NudistHeli - True (Boolean), ArmoredTrain (False (Boolean))
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Great thank you
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no stress
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- 8 comments
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- 5 comments
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Hey I found the bug. Why players couldn't load the map with the prefab. You should delete the following prefab. splash rock, remove all at the fountain. are probably too old. However, there is another problem when you move around in the caves you eventually get kicked out of the server with the message: InsideTerrain: Enforcing (violation of 200) Please check. so I can use it without it happening. Thanks
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Hello after adding this to my map. Can't join the server anymore. it gives the error: 87.166.161.179:54244/76561197979003911/Kobani disconnecting: Exception (cs:74975): NullReferenceException: Object reference not set to an instance of an object. MaterialConfig.GetMaterialPropertyBlock (UnityEngine.Material mat, UnityEngine.Vector3 pos, UnityEngine.Vector3 scale) (at <00000000000000000000000000000000>:0) MaterialSetup.OnEnable () (at <00000000000000000000000000000000>:0) GameManager.CreatePrefab (System.String strPrefab, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) (at <00000000000000000000000000000000>:0) Prefab.Spawn (UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) (at <00000000000000000000000000000000>:0) World.Spawn (System.String category, Prefab prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) (at <00000000000000000000000000000000>:0) World.Spawn (ProtoBuf.PrefabData prefab) (at <00000000000000000000000000000000>:0) World+<Spawn>d__69.MoveNext () (at <00000000000000000000000000000000>:0) WorldSetup+<InitCoroutine>d__15.MoveNext () (at <00000000000000000000000000000000>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <00000000000000000000000000000000>:0) GameManager:CreatePrefab(String, Vector3, Quaternion, Vector3, Boolean) Prefab:Spawn(Vector3, Quaternion, Vector3, Boolean) World:Spawn(String, Prefab, Vector3, Quaternion, Vector3) World:Spawn(PrefabData) <Spawn>d__69:MoveNext() <InitCoroutine>d__15:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) also happens on the map only with the prefab. Modifirer is buggy too
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Hey Katalaner, wenn ich die Karte in Rust Edit Lade und die Npc spawns entferne, brauche ich dann nicht die Prefabs von dir die auf der Karte sind? Und läuft die Karte nach den ganzen Rust updates noch? Ich Frage weil ich sie kaufen wollte, aber mir nicht sicher bin ob die Prefabs dann weg sind wenn ich die Karte in Rust edit lade. Ist ja meist so wenn man diese nicht besitzt oder? LG Michael
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- 221 comments