What do you want to do with "wait"? Write me an example and i will make it using timer.What timer Callback can do and what they can't... To me it seems they do nothing needed
NullReferenceException: Object reference not set to an instance of an object
at Pluton.pluton.reload (.Arg arg) [0x00000] in <filename unknown>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
at ConsoleSystem+Index+<>c__DisplayClass2a.<BuildFunctions>b__25 (.Arg arg) [0x00000] in <filename unknown>:0
at ConsoleSystem.RunCommandInternal (.Arg arg, Boolean bWantReply) [0x00000] in <filename unknown>:0
UnityEngine.Debug:Internal_LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
ConsoleSystem:RunCommandInternal(Arg, Boolean)
ConsoleSystem:Run(String, Boolean)
ServerConsole:OnInputText(String)
Windows.ConsoleInput:OnEnter()
Windows.ConsoleInput:Update()
ServerConsole:Update()
(Filename: Line: -1)
Error: pluton.reload - Exception has been thrown by the target of an invocation. (mscorlib)
Same, just recompiled and ran just fineHmmm... I have no problem with Pluton v0.9.7 (Today updated) and Rust Experimental Server v1452
thanks for the ideas XDDDDDDDDDDDDDDDDDDDDid I just see AttachParachute(p.basePlayer);
Sooo yeah I had to try it:
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Thank it to EquiFoxthanks for the ideas XDDDDDDDDDDDDDDDDDDD
going to be funny as hell...
Woooooooo dafuq is this ? I haven't played experimental yetthanks for the ideas XDDDDDDDDDDDDDDDDDDD
going to be funny as hell...
public void lookat(float x, float y, float z)
{
var lookPos = new Vector3(x, y, z) - basePlayer.transform.position;
lookPos.z = 0;
var rotation = Quaternion.LookRotation(lookPos);
rotation *= Quaternion.Euler(0, 0, 90);
basePlayer.transform.rotation = Quaternion.Slerp(basePlayer.transform.rotation, rotation, Time.deltaTime * 1);
}
Maby stupid but did you tryed with small letters "lookat" if it is inAny idea why this is not working ? (peronal addition to in Player.cs to change camera rotation after teleport)C#:public void lookat(float x, float y, float z) { var lookPos = new Vector3(x, y, z) - basePlayer.transform.position; lookPos.z = 0; var rotation = Quaternion.LookRotation(lookPos); rotation *= Quaternion.Euler(0, 0, 90); basePlayer.transform.rotation = Quaternion.Slerp(basePlayer.transform.rotation, rotation, Time.deltaTime * 1); }
Also tried:
basePlayer.transform.LookAt(new UnityEngine.Vector3(x, y, z));
But no luck >.<
The "lookat" function is one I made, the basePlayer.transform.LootAt() function is one that is in already, was hoping it would rotate the player in the vector direction.Maby stupid but did you tryed with small letters "lookat" if it is in
"public void lookat(float x, float y, float z)"
then maby it should be with small... Nothing big!
Look in "Pluton/Logs/Log_DATE.txt" and see what is happening!Hello from Germany.
I installed Pluton on my Rust Server.
It runs great, but doesnt load new plugins like TPA, Droper...
Why ?
You're doing it backwards. basePlayer.transform.LookAt() is called by the client using RPC to update the server-side player object, so it is looking where client-side player object is now looking.The "lookat" function is one I made, the basePlayer.transform.LootAt() function is one that is in already, was hoping it would rotate the player in the vector direction.