Jump to content

Applies to Virtual Quarries

No Response 1.0.7

I'm not sure if this is a fix on your end or theirs. Or it's just going to be a thing.
But I figured I would reach out to you first and see if you could block it.

Share this comment


Link to comment
On 6/16/2022 at 10:57 PM, thepiercedweirdo said:

I'm not sure if this is a fix on your end or theirs. Or it's just going to be a thing.
But I figured I would reach out to you first and see if you could block it.

I will need a hook from the Virtual Quarries plugin to trigger once the container is opened so I can remove the UI.

An example of this being done with Global Storage is here:

void OnGlobalStorageOpened(BasePlayer player, StorageContainer container)
{
	CuiHelper.DestroyUi(player, "InstancedStoragePanel");
}

 

This is the code from Global storage.

timer.Once(0.1f, () =>
{
	if (storage != null) storage.PlayerOpenLoot(player, "", false);
	Interface.CallHook("OnGlobalStorageOpened", player, storage);
});

 

Share this comment


Link to comment

Sorry about that. I was just waiting on the dev to get back/add support. 
If I am understanding things right they said this should work

It is accessible by OnLootEntity hook.
[6:31 PM]
So if you want to work that out it can be made by if (container.transform.position < -400) return;
[6:32 PM]
But i will also add some hooks in next version.

They just released an update an hour ago with API support and the option to change container prefabs in case of plugin conflicts.
So that's probably the easiest option.

Share this comment


Link to comment
1 hour ago, thepiercedweirdo said:

Sorry about that. I was just waiting on the dev to get back/add support. 
If I am understanding things right they said this should work

It is accessible by OnLootEntity hook.
[6:31 PM]
So if you want to work that out it can be made by if (container.transform.position < -400) return;
[6:32 PM]
But i will also add some hooks in next version.

They just released an update an hour ago with API support and the option to change container prefabs in case of plugin conflicts.
So that's probably the easiest option.

container.transform.position < -400

Not sure what that is. Does he mean Vector3.Distance, or the y value is 400 underground?

My containers also spawn under ground as well, but they are at around 800-1000.

The API released today doesn't help.

Edited by imthenewguy

Share this comment


Link to comment

I honestly have no idea what they meant by that lol.
When it comes to code, my knowledge = null.
I can change the language in a plugin and alter commands. And sometime prefabs without breaking it.
But that's about it.

They did add the ability to change the container prefab. So I can just play with that until I find one that doesn't conflict.

Does your plugin cover the majority of containers or just a select few?

Share this comment


Link to comment
5 hours ago, thepiercedweirdo said:

I honestly have no idea what they meant by that lol.
When it comes to code, my knowledge = null.
I can change the language in a plugin and alter commands. And sometime prefabs without breaking it.
But that's about it.

They did add the ability to change the container prefab. So I can just play with that until I find one that doesn't conflict.

Does your plugin cover the majority of containers or just a select few?

You can change the supporter containers in the config from memory. That would be the best way to go.

Share this comment


Link to comment
1.1m

Downloads

Total number of downloads.

5.7k

Customers

Total customers served.

83.6k

Files Sold

Total number of files sold.

1.6m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.