Hallo. Bug Report
Code:[09/02/2016 01:41:18] [Oxide] 01:41 [Error] Error while compiling ExplodingBarrels.cs(241,71): error CS1061: Type `BaseNetworkable.EntityRealm' does not contain a definition for `entityList' and no extension method `entityList' of type `BaseNetworkable.EntityRealm' could be found. Are you missing an assembly reference?

ExplodingBarrels
Barrels containing certain items can explode
Total Downloads: 1,381 - First Release: May 11, 2016 - Last Update: Feb 4, 2017
- 5/5, 7 likes
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ignignokt84 updated ExplodingBarrels with a new update entry:
0.2.4
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not working for some reason over 40+ barrels and not 1 explosion
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ignignokt84 updated ExplodingBarrels with a new update entry:
0.3.0
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Hello Ignignokt84. First of all, thanks for the hard effort developing the mod. I really like the concept and have spend many hours trying to apply this mod to my server.
Unfortunately I was not able to apply the mod as it didn't seem to be working for me.
Here are some of my findings after few hours of testing. Hope it helps improve the mod (Which I'm looking forward to)
Basically I'm using this mod with
"BetterLoot" which spawns multiple items inside a barrel. (My case min 2~max 3)
I've mapped few more items inside the exploding barrel config. (ie. ammo/surveycharges etc) setting explosion chance to 100 (vs default 15)
Unfortunately no matter what I do, I couldn't get the barrel to explode. During hours of testing, I've only experienced twice explosion which I have no idea how.
It might be because of the 'Better loot" mod which generates more items inside the barrel or something else. But hope you can take a look into this.
Again thanks for great idea and mod with great potential. -
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Thanks Igni for the suggestion. However since I'm not capable of re-coding your mod, I don't think I can apply the suggestion.
Besides, if this is related to conflict with BetterLoot only, solution seems limited to my case only.
How about applying random explosion rather than checking spawned items inside the barrel? Reason I thought this mod is awesome is because with the explosion I can 1) increase the value inside the loot 2) make people aware nearby someone's looting(Encouraging more pvp) -
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Thanks Igni. Will look forward to the update.
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ignignokt84 updated ExplodingBarrels with a new update entry:
0.3.1
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Awesome!!
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Igni,
Have been struggling with barrels not exploding.
Realized that below prefab "loot-barrel" is supposed to be 'barrel' and not 'loot-barrel'
after changing to 'barrel' everything's working fine and exploding as per set chances.
if(entity is LootContainer && entity.ShortPrefabName.Contains("loot-barrel")) -
ignignokt84 updated ExplodingBarrels with a new update entry:
0.3.2
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The player should know that he triggered an explosive with a visual message or an audible alert.
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Thank you. Can you tell me where I can find the list of sounds available for "Rust" please?
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You can use the plugin PrefabSniffer for Rust | Oxide to spit out the prefabs to a file in your /oxide/logs directory. I think most prefab names give some indication of their behavior - e.g. they might have "effect" or "sound" in their prefab path. There's no "official" list of sounds/effect prefabs and what they are, so you really just need to experiment and see what any prefab does (if anything), and pick one which you like.
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Hi.When you enter a command in the console xbar.count,writes this:
Failed to call hook 'ccmdDelegator' on plugin 'ExplodingBarrels v0.3.2' (NullReferenceException: Object reference not set to an instance of an object)
Plugin installed with BetterLoot.Their joint work is not possible ? -
Error after oxide update [Oxide] 22:14 [Error] Error while compiling ExplodingBarrels.cs(377,106): error CS1061: Type `ConsoleSystem.Command' does not contain a definition for `namefull' and no extension method `namefull' of type `ConsoleSystem.Command' could be found. Are you missing an assembly reference?