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xanjin

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  1. xanjin

    Halloween

    Failed to initialize plugin 'Halloween v1.0.4' (UnauthorizedAccessException: System access is restricted, you are not allowed to use System.Xml.Serialization.XmlSerializer) at Oxide.Plugins.Halloween+SoundManager.LoadBuiltinSounds () [0x00000] in <3179c001b7aa4e90b61df1a287c6abfd>:0 at Oxide.Plugins.Halloween.Init () [0x00028] in <3179c001b7aa4e90b61df1a287c6abfd>:0 at Oxide.Plugins.Halloween.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0007e] in <3179c001b7aa4e90b61df1a287c6abfd>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <bae5f1223fce49c493b01571c99dce02>:0 at Oxide.Core.Plugins.CSPlugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x00043] in <bae5f1223fce49c493b01571c99dce02>:0 when trying to load it into live server Edit: stupid me didnt load up disable sandbox... think thats the error...
  2. xanjin

    Attack Effect

    Nono, was just curious about the assets as we own other plugins which uses those assets and there the effect which is shown is only available for the person who use the item not everyone
  3. xanjin

    Attack Effect

    those effects are only shown for the shooting player arent they?
  4. xanjin

    Profession

    if you want we can talk in german as well in discord - overall there is an option to give users blueprints based on usergroups allready with bpunlock - the timer part means kind of "we block the tier 2 parts for mechanics for one week and only after one week after wipe its possible to craft tier 2 parts for the mechanics to keep their rp alive" - we do that for weaponsmiths/mechanics for example right now with other plugin / solutions.
  5. dont know if i´m the only one with the problem, but if so it's fine for me, the buttons of the car/boombox are going "inside" the car when activating - kind of they get replaced - so you would probably need to recall the car after 2nd use of them to use them again. If its an serverside problem can somebody in here tell me how to fix it or figgured out why that happens ?
  6. xanjin

    Profession

    is it also able to grant the blueprints to the persons with permission/remove it from their known blueprints when permission is revoked ? If yes is there an possibility to add timers to it when permissions to craft tier2/tier3 should be available ?
  7. xanjin

    BotReSpawn

    I know you hate that question as i would as it is one about the CUI - do you think it might be an option for future updates to give us the opportunity for the "amount" of bots to get an cui inputfield instead of the buttons raising/decreasing the numbers? we have some monuments with around 70-100 bot spawns, the guy who is working with the BotReSpawn plugin to place the bots isn't fit enough to work with datafiles so he asked us to change it but we dont wanna change an plugin like botrespawn as the code can change regularly with the commits of facepunch.
  8. xanjin

    BotReSpawn

    you can use the free version of Kit - there are a lot of Kit Plugins out there
  9. Hey CDNCasanova! Would it be possible to see the houses with replaced prefabs? The white cubes with concrete d cube or concrete cubes?
  10. xanjin

    283 duplicated prefabs

    Hey! Inside of the Prefab there are 283 duplicated prefabs with same positioning/rotation
  11. xanjin

    BotReSpawn

    The bots were definitely botrespawn bots (placed on sewer branch for example or launch site) we dont have any npc spawns placed in rust edit or through other plugins except the Convoy plugin. We were editing the profiles each day within the game as well as within the data files directly while botrespawn was unloaded - updated data - reload botrespawn (thats the way i usually change data files in oxide so far) the json were each time proofed by jsonlint. The case was, that convoy was launched once every 3 hours and convoy has had that option "The convoy will not attack first [true/false]": true," So i thought/think that the Convoy plugin may override the setting made by BotReSpawn data - since we had removed the convoy plugin botrespawn data didn't get changed by anything and working as intended.
  12. xanjin

    BotReSpawn

    "Roam_Range": 40, "Aggro_Range": 30, "DeAggro_Range": 40, Thats are the settings for our bots, but what we realized was that the settings inside of the plugin changed from "peacekeeper": false to "peacekeeper": true without any manipulation from our side for the botrespawns. We had the Convoy plugin installed, where you can set the NPCs to peacekeeper over the config, that plugin unloads the convoy itself with an plugin reload, thats why i think that this plugin is maybe the reason why botrespawn's peacekeeper settings get changed without any human input. edit: we have removed convoy yesterday when i had that thought about it and until now there was no changement happened inside the data files
  13. xanjin

    BotReSpawn

    - we had have the opposite problem, used to set botrespawn bots to peacekeeper false but after some uptime the botrespawn bots moving to peacekeeper true - we used convoy with peacekeeper trueso nobody gets attacked by it without being aggressive, thats why i think the npcspawn hooks may possible override the botrespawn settings
  14. xanjin

    BotReSpawn

    is there a possibility that the hooks from npcspawn which is part of convoy event etc. may override the peacekeeper settings of botrespawn?
  15. xanjin

    players mass spawning

    revoke policevehicles.unlimited permission, then they are only allowed to spawn one single policevehicle until they /removevehicle.
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