Same for me, happened after update.
Trapper
Moved
Total Downloads: 598 - First Release: Apr 11, 2017 - Last Update: Dec 1, 2017
- 5/5, 10 likes
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Has Anyone have issue with the auto reset on snaptraps ?
it was fine for the 1st few hours and now they wont reset. -
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Hi. Please, could you make this plugin compatible with the plugin "Faction" ? : Factions for Rust | Oxide
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Traps go off for those that place and friends / clan members also. Seems to be non functional atm. I use Clans reborn also and rustIO friends than the friends plugin. Any chance this could be looked into please? Would be awesome to make a minefield that I and clan members can navigate without loosing a few limbs
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Feature Request: Clan support
so clan members wont run over each others traps -
Just got this error in Console:
Code:(10:03:51) | Failed to run a 5.00 timer in 'Trapper v1.0.4' (NullReferenceException: ) (10:03:52) | at (wrapper managed-to-native) UnityEngine.Component:get_transform () at BearTrap.RadialResetCorpses (Single duration) [0x00000] in <filename unknown>:0 at BearTrap.Arm () [0x00000] in <filename unknown>:0 at Oxide.Plugins.Trapper+<OnTrapTrigger>c__AnonStorey0.<>m__0 () [0x00000] in <filename unknown>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0
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Continue the great work!
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@redBDGR is there any chance that FriendsIO could be included in the "friends"? I just have RustIO for map but that also includes a friends function too so don't need "Friends API" as surely that would conflict with RustIO friends functionality? Has there been any thought as regards to clan members? or do they fall under and in the friends category? As I know ClansReborn puts clan members into the RustIO friends list automatically for the Map share thing to work. Would be great to have this so clan bases can have traps outside so clan members don't set off a few hours work done by another member
[DOUBLEPOST=1504083538][/DOUBLEPOST]Also thank you for updating, A LOT of my players have missed this! -
any chance you could make it so they dont go off if you use deploy command from the build plugin as sometimes I build raid bases etc for people to raid and use the deploy command from build plugin for land minds etc any chance there could be a permission so admins cant trigger them?
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thank you very much for update
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getting this in console when trap is removed before it autoreset:
Code:Failed to run a 5.00 timer in 'Trapper v1.0.6' (NullReferenceException: ) at (wrapper managed-to-native) UnityEngine.Component:get_transform () at BearTrap.RadialResetCorpses (Single duration) [0x00000] in <filename unknown>:0 at BearTrap.Arm () [0x00000] in <filename unknown>:0 at Oxide.Plugins.Trapper+<OnTrapTrigger>c__AnonStorey0.<>m__0 () [0x00000] in <filename unknown>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0
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Awesome that this plugin has been updated - although, when traps are shot with say for example, an arrow they do not reset. Anyway to fix this?
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I gave my self the admin permission then tested \deploy "land mind" from build plugin but mines are still being set off, same for other traps.
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