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Everything posted by Kobani
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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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- 232 comments
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hey, all good Just wanted to write that I had an error in the language file. such kind of events are needed more. especially on PvE servers. good job thanks
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Best player is not displayed in chat and the winner does not get a message either.
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Adem's mods are in my opinion some of the best you can get, I've ordered a mod from him 3 times already and I've always got what I expected. The implementation of the mods are just great and my players and I have a lot of fun. If things don't go quite right here and there, send a short message to Adem in the discord and help will be given immediately, he really does a great job, is super nice and reliable. I can only recommend him and his mods.
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Hello, if you dock the new loco at the Amored train and then drive backwards, it changes direction and then destroys the loco. That was not possible before.
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Awesome, can you tell me exactly what the problem was and how I might be able to fix it myself? If something like that happens again. I'm still learning. Thank you Michael
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It's looking good now, just one more thing. The stairs. Many thanks for your effort. See picture in link http://kobani.de/excavator.png Thanks Michael
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- 6 comments
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- #elevated railway
- #elevated
- (and 10 more)
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- 6 comments
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- #elevated railway
- #elevated
- (and 10 more)
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When I load a map with this prefab, the console gives the following spam´s 1. BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path ":\Kobani\WF Custom Island\WF Custom Island\WF Custom Island:16167:/assets/bundled/prefabs/modding/cubes/concrete_cube.prefab" 2. BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/tiled/cube_tiled_concrete_04.prefab" 3. BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Decor/assets/bundled/prefabs/modding/cubes/terrain_blend_cube.prefab" After I removed the round stone bridge, the frame at the bottom of the tunnel, and the bridge on the lake, the spam stopped. Now, of course, the prefab doesn't look so nice. Please correct the error. Thank you very much