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MyOrangeSoJuicy

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  1. MyOrangeSoJuicy

    LSkins

    its not very clear in the update notes, but we have to add the new permission to the default group to see approved skins now lskins.useapprove
  2. MyOrangeSoJuicy

    LSkins

    none of the skin images are loading after update
  3. that worked, sorry I missed the note to do that. Thank you
  4. the 1.0.1 update is getting a compiling error and shows and the /wear command reports back as unknown in the server
  5. MyOrangeSoJuicy

    LSkins

    @LAGZYA this is not working after the update today. keep getting a compile error (20:00:23.5166)[Warn] CSharpLanguage[4]: Failed to compile LSkins.cs - 'PlayerInventory' does not contain a definition for 'FindItemUID' and no accessible extension method 'FindItemUID' accepting a first argument of type 'PlayerInventory' could be found (are you missing a using directive or an assembly reference?) (L: 717 | P: 49) | Removing from project
  6. Thank you, its not interfering with the hammer wheel anymore
  7. Thanks for the update. Issue we are noticing is this plugin is overriding the hammer wheel skin selection for players that already own the skin DLCs directly. For example, I own the Brick skin directly from facepunch. When I select to use Brick skin on my hammer wheel, it will only apply the basic stone skin instead. I am having to set the skin selection in /bskin first in order for it to work on the hammer wheel Can you update this so that players do not have to pick the skin on /bskin if they own the DLC? It is confusing quite a few players who were not relying on the /bskin menu Thank you
  8. Do you know how we can update the .cs so that both Adobe and Brick skins show? When I do this it is just showing the Brick option, Adobe is gone Thank you
  9. MyOrangeSoJuicy

    LSkins

    is it this exact version or a different skin mod?
  10. MyOrangeSoJuicy

    LSkins

    @LAGZYA please update this plugin for the August update. It is not working, we are all getting Failed to Compile errors Thank you
  11. the i/o connections to open the large doors are not connected on the latest version. also a lot of the loot is gone compared to original version
  12. would like to disable the damage to bases
  13. I have an issue where the heli damage is impacting other players bases nearby even if they are not involved in the attack on convoy. I have TruePvE as well, but somehow this is circumventing that. I have a base that was heavily damaging by the heli because the attackers were standing at it. Is there a setting to fix this? The PvE section of the settings file is just about if the convoy attacks or not, is there a setting for damage to bases?
  14. the convoy is not running, I get this error everytime we try Failed to run a 0.00 timer in 'Convoy v2.1.8' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.Convoy+ConvoyHeli.CreateHelicopter () [0x00000] in <994e17078f504083b8e1f6f16417228c>:0 at Oxide.Plugins.Convoy+<CreateConvoy>c__AnonStorey1D.<>m__2 () [0x00442] in <994e17078f504083b8e1f6f16417228c>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0 using the latest update for both Convoy and NPC Spawn, tried unloading and reloading, still just keeps popping this error
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