1.2.1 please test before release... auto generate bandit is not working its just taking player to outpost .... i even removed co-ords in config saved and re-generated...
Auto generate bandit not workingFixed
Please be more specific
Merged post
If its sending players to the outpost then it is working...
If you want to configure the coordinates then you need to disable the auto gen.
Dont be rude. I do this for free , in my free time..
Merged post
If its sending players to the outpost then it is working...
If you want to configure the coordinates then you need to disable the auto gen.
Dont be rude. I do this for free , in my free time..
The /bandit command takes you to Outpost inside a workbench 1 when using autogen in config.
Ah ok. I misread. I did test but I guess I didn't pay attention to where it sent me. I'm not that familiar as I dont even play. I'll fix it, thanks
nivexPlease be more specific
Merged post
If its sending players to the outpost then it is working...
If you want to configure the coordinates then you need to disable the auto gen.
Dont be rude. I do this for free , in my free time..
Sorry, I appreciate your time and the effort you put into making some excellent plugins. But, asking that you at least test them before release isn't being rude, surly its common sense?
/bandit Teleports players to outpost. Reverted back to 1.1.7
I did test them. Unfortunately things get missed and overlooked. In this case, I didn't pay attention to where it teleported me. Just that it was teleporting me.
Anyways, this will be fixed in 1.2.2
Merged post
This appears to be a Rust issue, where monument.name and monument.displayPhrase.english for Outpost have two different positions. One which can be inside of Bandit town. To correct this, we'll now use the displayPhrase position as it's accurate, whereas monument.name's position is not.
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Or, I just don't know wtf is going. But it's fixed. :p
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No, that wasn't it.
Changing:
var ents = Pool.Get<List<BaseEntity>>();
to:
var ents = new List<BaseEntity>();
Fixes the issue... guess I don't understand Pool.Get.
Anyways, this will be fixed in 1.2.2
Merged post
This appears to be a Rust issue, where monument.name and monument.displayPhrase.english for Outpost have two different positions. One which can be inside of Bandit town. To correct this, we'll now use the displayPhrase position as it's accurate, whereas monument.name's position is not.
Merged post
Or, I just don't know wtf is going. But it's fixed. :p
Merged post
No, that wasn't it.
Changing:
var ents = Pool.Get<List<BaseEntity>>();
to:
var ents = new List<BaseEntity>();
Fixes the issue... guess I don't understand Pool.Get.
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