Search results

  1. mikec

    This

  2. mikec

    Important Decay Handling

    Well, he may have gotten it right eventually, but..... Decay isn't hard to deal with if it is easy to find structures that haven't been used in a while. I have everything I need to make it easy for plugins to manage structures and deployables any way you want, and I've been working on a class...
  3. mikec

    Solved Get Fougerite.Version?

    Why would that force people to use one version or the other? Existing Magma scripts were broke. I unbroke them. I introduced a new method for finding the ground. New scripts can use it. Older scripts will still use GetGround as before.
  4. mikec

    Solved Get Fougerite.Version?

    Did anybody think of trying var version = Fougerite.Bootstrap.Version; ?
  5. mikec

    "Stop" can only be called on an active agent that has been placed on a NavMesh.

    Just adding some reference links so I don't have to search for them again. "SetDestination" can only be called on an active agent that has been placed on a NavMesh. (Unity Answers) Nav Mesh SetDestination can't be called (Unity Answers) Kill All Animals 1.1.0 (Oxide forum)
  6. mikec

    Important Decay Handling

    That isn't quite right. What is does is reset the amount of decay remaining for the current decay cycle, putting off the next time structures are to take decay damage. Any decay damage already taken remains.
  7. mikec

    Approved Fougerite MC [Deleted]

    mikec updated Fougerite MC with a new update entry: Fougerite MC6 Full Read the rest of this update entry...
  8. mikec

    "Stop" can only be called on an active agent that has been placed on a NavMesh.

    Animals sometimes get underneath the terrain in certain areas. There is a low hill in the middle of Resource Valley where this happens often. You're walking around and hear bears barking, but can't see them. When you get to the other side of the hill the bear emerges from the edge of the...
  9. mikec

    Approved Fougerite MC [Deleted]

    It's your avatars. They're distracting.
  10. mikec

    Important Decay Handling

    Told ya. It's Decay. Decay is fucked up in Rust. This exception is thrown by Rust alone. This exception occurs before our hook is called. NullReferenceException: Object reference not set to an instance of an object at...
  11. mikec

    Important Setup PyCharm for Python plugins

    The PyCharm Pro version is basically WebStorm lite with Python support. AngularjS, HTML5, CSS, Node,js, CoffeeScript, are all supported in the Pro version.
  12. mikec

    Important Setup PyCharm for Python plugins

    A PyCharm license is also not very expensive. $99 for life, and you can use it on as many computers as you want, Linux, Windows, Mac.
  13. mikec

    Approved Fougerite MC [Deleted]

    Looking forward to the PyCharm guide, Snake. :)
  14. mikec

    Approved DecayLog

    mikec submitted a new resource: DecayLog - Logs Decay events to verify decay settings work as intended Read more about this resource...
  15. mikec

    DecayLog - DecayLog

    DecayLog just logs decay events. The purpose is to verify decay settings are working as intended. It's not a plugin you want to run all the time.
  16. mikec

    Approved Fougerite MC [Deleted]

    Turns out there isn't any code in Rust++ that gets the setting for time_freeze. There isn't any code in Magma that looks for it, either. This feature was never implemented. Other features that do not exist in Rust++, but have settings in the default cfg file: rampfix=true rampgiveback=true...
  17. mikec

    Approved Fougerite MC [Deleted]

    There should also be a rock=fuckoff setting in Rust++. I'll see what I can do.
  18. mikec

    Approved Fougerite MC [Deleted]

    The battlefield plugin should start a timer for 1 sec in on_PlayerSpawned. Don't give Battlefield items in the hook, give them in the timer callback. Then you can know the Rock is in slot 30, and not a weapon from the battlefield plugin. Yank it, give weapons, good to go.
  19. mikec

    Important Decay Handling

    And the server does a metric shit-ton less work every frame. Disabling structure decay ought to allow lots of structures. Oh - by the way. You know those "List element has been changed, Enum blew itself to bits" exceptions that periodically dump all over your console? It's the StaticQueue...
  20. mikec

    Important Decay Handling

    Here's the class for structure globals public class structure : ConsoleSystem { [ConsoleSystem.Admin] public static float minpercentdmg = 0.1f; [ConsoleSystem.Admin] public static int framelimit = 1; [ConsoleSystem.Admin] public static int maxframeattempt = 1000...