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RuGRustServer

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Everything posted by RuGRustServer

  1. Hi, i recently had a player who killed the first few NPCs but was kicked out of the zone because another player became owner. It was hard to tell who reached the owner-state due to points without logs. Is it possible to log/puts() who is killing npcs, crashing cars, looting crates, receiving points, becoming owner, reason for kicking players out of the zone (PvE Mode plugin)? That would be great
  2. Hi, some plugins are using "scientistnpc_full_any" for their bots and they do not reward points. ("assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_full_any.prefab") Could you add these to the config please?
  3. Hi, i noticed that spawns are duplicated when you change coordinates or spawn timers for example. The duplicates disappear after reloading the plugin.
  4. I uploaded the video. (I have the same problem for other plugins like SignArtist, Backpacks,.. So it is not just a GatherManager Problem but i only recorded that one because it is easy to reproduce for me Feels like the permissions are somehow cached but not "announced" to related plugins? If you need another showcase or a livesteam add me in discord "toliman" Skill-Config for GatherManager-Permission: { "Enabled": true, "Permission": null, "Type": "None", "ID (for None)": 9, "Image": "http://127.0.0.1/RustTownPictures/Skills/berry.png", "Title": "Green Thumb", "Description": "[DE] Sammele mehr Hanf, Beeren, Pilze und Dieselfässer\n[ENG] Collect more hemp, berries, shrooms and diesel barrels.\nLevel 1: 2x Pickup\nLevel 2: 3x Pickup 2x Crops\nLevel 3: 4x Pickup 3x Crops", "Shortname": "", "Stages": { "1": { "Permission (ex: skills.vip)": "", "Cost": 1000.0, "Value [metabolism - value, for everyone else %]": 0.0, "Value 2": 0.0, "Commands": [], "Groups": [], "Permissions": [ "gathercontrol.pickup1" ], "Required skill stages": [] }, "2": { "Permission (ex: skills.vip)": "", "Cost": 1500.0, "Value [metabolism - value, for everyone else %]": 0.0, "Value 2": 0.0, "Commands": [], "Groups": [], "Permissions": [ "gathercontrol.pickup2" ], "Required skill stages": [] }, "3": { "Permission (ex: skills.vip)": "", "Cost": 2000.0, "Value [metabolism - value, for everyone else %]": 0.0, "Value 2": 0.0, "Commands": [], "Groups": [], "Permissions": [ "gathercontrol.pickup3" ], "Required skill stages": [] } } }, GatherManager-Config: "3": { "DayRateMultPickup": 4.0 "PermGroup": "gathercontrol.pickup3" } //same with pickup1 and pickup2
  5. Hi, i am not sure where to put this problem. Situation is: Some skills grant permissions like "backpacks.use.5" for the 5th row of Backpack plugin. If i buy this skill the 5th Row is still inactiv. I cannot see the permission in the permission manager either. If i reload the whole Backpack-Plugin, i can access the 5th row. (same for other plugins. i have to relaod the plugin) Don't know if it is a skills-related problem, or a new change to permissions in global?
  6. RuGRustServer

    Notify

    Ok i will try that. i only have seen them in the top-right corner so far
  7. RuGRustServer

    Notify

    What ist the difference between "hud" and "overlay"? i tried both and cannot see a difference
  8. Hi, is it possible to support the Notify Plugin? (from Mevent on codefling) I prefer it over the GUIAnnouncements
  9. Hi @Steenamaroo, is it possible to make a little change, so decorative collectibles do not grant RP ? As you can see, the DeployableNature Plugin uses Skin-IDs for their collectibles. Currently i made this small extra in your hook: void OnCollectiblePickup(CollectibleEntity entity, BasePlayer player) { if (!loaded || player == null || entity == null || !conf.Settings.Rewards.PickupReward) return; //Disable Rust Rewards for collectibles with skin (DeployableNature) if (entity.skinID != 0) return; if (conf.Settings.Rewards.Use_Permissions && !HasPerm(player.UserIDString, PickupPermission)) return; if (UsedIDs.Contains(entity.net.ID.Value)) return; UsedIDs.Add(entity.net.ID.Value); if (conf.RewardTypes.Pickup.ContainsKey(entity.ShortPrefabName)) GiveReward(player, RewardType.Pickup, conf.RewardTypes.Pickup[entity.ShortPrefabName], entity); }
  10. @Steenamaroo a players is asking for a "conductor" title, since he really like trains Not sure if it is possible to somehow count time operating an entity, but i promised to ask at least
  11. RuGRustServer

    Bradleys not despawning

    Hi @Adem i have a similar issue. the bradley in my case somehow got stuck on the telephone pole. it tried to get onto the road again and was hitting both trucks. both trucks lost their armored passange vehicle module^^ Thats not fatal for me but the bradley stopped there and the NPCs were floating in the air when the convoy started to move again. The player engaged this convoy again and the first ruck was already out of the dome range, while the npcs spawned around the tank way behind the conovy.
  12. ok, i missed the rcon part. i tried via ingame console. can be closed then, thank you
  13. Hi, i tried to add "Chicken" to the animals config. But the boss spawns PolarBears instead I guess Chicken is not supported and polar bears are the fallback? Can we add chickens?
  14. Hi, I cannot spawn or kill via console (nothing happens) I can spawn (config->enabled) via chat. I cannot spawn (config->disabled) via chat. (but that would be great to manually spawn them to test new configs!) I cannot kill via chat (unknown command)
  15. Hi, we are using the Plugin "DeployableNature". You can place "decorative" entities there. Like Desks and Toilets. At the same time you allow to loot these desks and toilets. Ppl can abuse that by [placing entity->looting->pickup entity -> repeat]. Is it possible to exclude entites with OwnerID != 0, or enties that have a SkinID applied? All entites placed with DeployableNature inherent the PlayerID as OwnerID and they have a custom Skin applied. That would be great
  16. Hi, using the command /clearallbuttons or clearallbuttons (console) throws this exception: (20:17:27) | [Oxide] 20:18 [Error] Failed to call hook 'clearbuttonCommand' on plugin 'TheRedButton v1.5.3' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.TheRedButton.clearbuttonCommand (Oxide.Core.Libraries.Covalence.IPlayer iplayer, System.String command, System.String[] args) [0x0000c] in <e07cd5882e1945f0971ef8461c0fb1a3>:0 at Oxide.Plugins.TheRedButton.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x013a3] in <e07cd5882e1945f0971ef8461c0fb1a3>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <23ba99f131254889867c71f0bd137b1d>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <157a94ee66ab4a7991faecd1eb84be3b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <157a94ee66ab4a7991faecd1eb84be3b>:0 tried with 1.5.3 and 1.5.4
  17. Hi, i tried the butcher skill on polar bears. the amount (of everything) on lvl 0 and lvl 3 butcher (with a combat knife) is the same.
  18. Hi, could you use the public-announcement hook, instead of iterating through all players? (22:24:35) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player1]: [Convoy] In 5 s. the cargo will be transported along the road! (22:24:35) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player2]: [Convoy] In 5 s. the cargo will be transported along the road! (22:24:35) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player3]: [Convoy] In 5 s. the cargo will be transported along the road! (22:24:35) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player4]: [Convoy] In 5 s. the cargo will be transported along the road! (22:24:35) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player5]: [Convoy] In 5 s. the cargo will be transported along the road! (22:24:35) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player6]: [Convoy] In 5 s. the cargo will be transported along the road! (22:24:35) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player7]: [Convoy] In 5 s. the cargo will be transported along the road! (22:24:35) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player8]: [Convoy] In 5 s. the cargo will be transported along the road! (22:24:40) | [Oxide] 22:25 [Info] [GUIAnnouncements] Patrol Helicopter Inbound! (22:24:40) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player1]: [Convoy] The convoy started moving (22:24:40) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player2]: [Convoy] The convoy started moving (22:24:40) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player3]: [Convoy] The convoy started moving (22:24:40) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player4]: [Convoy] The convoy started moving (22:24:40) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player5]: [Convoy] The convoy started moving (22:24:40) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player6]: [Convoy] The convoy started moving (22:24:40) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player7]: [Convoy] The convoy started moving (22:24:40) | [Oxide] 22:25 [Info] [GUIAnnouncements] [player8]: [Convoy] The convoy started moving It is not an error just a source for short lags, if you have high population. You can see the public announcement for patrol helicopter inbetween. Maybe thats better than calling the hook for each player online
  19. Hi, i added the "graveyardfence" to the obstacle list in the config, and set the "remove obstacles in front of convoy" to "true" + reloaded the plugin. Players blocked movement of the main truck with these fences. (strange thing: the first modular car just passed through the fence but the truck got stuck) Is the name for the prefab wrong, or has the plugin a problem with destroying obstacles? "List of obstacles": [ "minicopter.entity", "scraptransporthelicopter", "rowboat", "rhib", "1module_passengers_armored", "2module_car_spawned.entity", "3module_car_spawned.entity", "4module_car_spawned.entity", "hotairballoon", "saddletest", "testridablehorse", "servergibs_bradley", "loot_barrel_1", "loot_barrel_2", "loot-barrel-2", "loot-barrel-1", "oil_barrel", "snowmobile", "tomahasnowmobile", "trainwagona.entity", "trainwagonb.entity", "trainwagonc.entity", "trainwagond.entity", "workcart_aboveground.entity", "xmasportalentry", "stone-ore", "metal-ore", "sulfur-ore", "graveyardfence" ],
  20. Hi, i am (ab)using your plugin to create cool jumping puzzles each month (including a foot-race with RaceTrack-Plugin :D) My problem is, that these objects are not covered by a cupboard, so basically anyone can destroy them with a melee weapon. The "authDmgOnly"-Flag is not working without a cupboard. So i add a simple line in your corde, whenever there is an update and i hope you might add this one in code & config: void OnMeleeAttack(BasePlayer player, HitInfo info) .... .... //checks for owner, except the player is admin if ((ri.ownerID != player.userID) && !player.IsAdmin) return; This line just adds another check, if the player is owner of the object. Admins can still bypass. Is that possible to add?
  21. (15:08:37) | [ToliLog] [TPK][Strongboss] killed [BradleyAPC] at (-221.8, 20.5, -937.4) (15:08:37) | Failed to call hook 'OnEntityDeath' on plugin 'Convoy v2.2.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.Convoy+EconomyManager.CheckIfPlayerKillConvoyVehicle (System.UInt32 vehicleNetId, System.String vehicleType, BasePlayer player) [0x00000] in <c57b5c6b95234e4eb1771f0d5f6737e2>:0 at Oxide.Plugins.Convoy.OnEntityDeath (BradleyAPC entity, HitInfo info) [0x00044] in <c57b5c6b95234e4eb1771f0d5f6737e2>:0 at Oxide.Plugins.Convoy.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00941] in <c57b5c6b95234e4eb1771f0d5f6737e2>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <23ba99f131254889867c71f0bd137b1d>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <157a94ee66ab4a7991faecd1eb84be3b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <157a94ee66ab4a7991faecd1eb84be3b>:0 Hi, we are using the Bradley-Plugin and this Bradley got destroyed at the trainyard. Whenever a breadyle gets destroyed this error message appears. Nothing fatal though
  22. Hi, is it possible to get a proper timer instead of GUIAnnouncement + Chat Spam? Like the junkyard event did maybe?
  23. Ok the Explosive Diarrhea got me. Very very nice! Thank you! Also Slap & Landmine works now with TruePVE for me Btw, is there an option to add more Custom Commands? Currently the config only has 1
  24. Hm the slap command does not work. We have slap installed. And i can use "/slap Toliman" and even get a message. But the Button does nothing. The console says: [The Red Button] Red Button Punish Toliman with : slap But there is no sound effect, or hp drain :<
  25. Ok great, i will try it
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