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  1. .phase

    Solved Throws error

    Have you reached out to SPoocK, the plugin's author?
  2. .phase

    Solved Decay Ticks causing ArgumentNullException for On_EntityHurt hook

    So, I thought just IsDecay handled the errors, but I just wasn't looking hard enough, or at the right time. There was no decay going on during the active hour when I was testing things, so I assumed the errors went away after the implementation. Since I was checking for e.Attacker.SteamID, I...
  3. .phase

    Solved plugin errors

    I need to update my thread on this topic, but !IsDecay alone didn't resolve the errors. Since we're checking for Attacker.SteamID, we need to handle null instances of that. This cleaned things up for me: if(e.Attacker.SteamID != null && !e.IsDecay){} The general idea is: be mindful of what...
  4. .phase

    Solved plugin errors

    It's building decay that's triggering the events. That's why you didn't see it on at first. Decay didn't set in because of player activity. If you don't want decay on, just turn it off in the Rust++ cfg. If you do want it on, you'd have to go into each hook and implement fixes as mikec has...
  5. .phase

    Raycast crashing my Client

    Honestly, I'm not sure. The original work was done by Sleepy, I only made small adaptations to work it into a single plugin for my server. Looking at the Unity documentation, I am thinking that Raycast would not return true if the user were just pointing at some area of ground in the distance...
  6. .phase

    Raycast crashing my Client

    Thanks for sharing, OzNumpty. My server's been really dead lately (looks like classic Rust population has gone done a lot), so I haven't had much motivation to look into it at all. Really appreciate you sharing what you found. Hope this helps others, too. The "portal gun" is a really great tool...
  7. .phase

    Solved Decay Ticks causing ArgumentNullException for On_EntityHurt hook

    OK. Found it: HurtEvent.IsDecay Added a filter to check for that and no more error messages.
  8. .phase

    Approved PlayerNameChanger

    AFAIK, you have to disconnect/reconnect for the name label above the player model to change. This is inherent with Rust I believe, unless something changed. A couple Magma plugins have tried to do similar things that incorporate putting Invisible Armor on the admin, and it just didn't work...
  9. .phase

    Important How to Install Plugins?

    Yup, I definitely mistook some info. It's one or the other new Jint module or legacy Magma: http://fougerite.com/threads/jint-2-2-module-and-jint-0-9-module.36/#post-137
  10. .phase

    Tips for Datastore / DataStore.Save();

    Absolutely agree that it should be automatically saved more often. In the meantime, if I don't place a couple manual save instances, I can never back up my ds file locally unless I interrupt the server with a shutdown. I haven't experienced any issues with Datastore in the few months that I've...
  11. .phase

    Important How to Install Plugins?

    Good man! Thank you kind sir. I have not tried this yet, but reading through it, I'm sure this will work for me. I knew I must have been missing something horribly when I tried to convert my Magma scripts to Fougerite: added the //Fougerite keyword in the first line, made all my adjustments...
  12. .phase

    Tips for Datastore / DataStore.Save();

    I just read Snakes post under the Tech Support thread and it made my eyes go wide :eek:. I wanted to reply there right away to warn him, but it was locked. (It felt like I was jumping and screaming to warn someone that's about to walk in front of a moving bus, but had headphones on. xD)...
  13. .phase

    Raycast crashing my Client

    When I had 1.0.3F loaded momentarily, I did check a few of my Magma plugin functions, and this one had the same problem.
  14. .phase

    Raycast crashing my Client

    The code itself is fine, and has been working perfectly in Magma 1.1.5, for some reason, though, the same function crashes my client side game app. The server is still running just fine and I can force quit my game and log back in with no problem. Console doesn't throw any errors. A little baffled.
  15. .phase

    Decay

    Hopped on my test server. Can confirm that Decay is definitely working in Fougerite 1.0.5. Strange, because I tried just about everything with Magma 1.1.5 and it never worked. Sounds like you guys never changed anything relevant to that for Fougerite? A couple other data points: 1) I get...
  16. .phase

    Raycast crashing my Client

    Hey guys, I've been running tests on my 1.0.5 Fougerite server, and all my Magma functions seem to be working swimmingly, except for one. It's the Portal Gun feature I grabbed from Sleepy's TPMaster Plugin. I didn't really need all the other Teleport functions he had in his plugin, and he had a...
  17. .phase

    This. Remember?

    I remember reading through the threads on this. Wasn't there an issue with world stability when doing this? I can't remember exactly what was mentioned. I'll try to dig it up.
  18. .phase

    Decay

    It's a test server. I ported over the world save data from my live server. Not sure if doing this also ports over the structure's owner, but I'm assuming objects' OwnerIDs are part of the objects properties. Anyway, yeah, no one's on that server, so decay should have technically already started...
  19. .phase

    Decay

    o_O I should really write things down. Looks like my memory is starting to fail me. Thought it was the other way around. Gonna set it insanely high and check tonight. If the whole world hasn't decayed, then something's still wrong. Edit: Regardless of whether decay is going to work or not...
  20. .phase

    Decay

    Have Fougerite 1.0.5 installed. decay=true. Decay is definitely not working on my server. Set decay.decaytickrate 1 and health of structures and deployables has not gone down.