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Katze

Posted

Hey,

i found a tiny issue.

When you create a vehicle in config with a 2module part like the camper, and use other component as they would fit like in vanilla, it spawns the car without vehicle parts and fuel.

As example a vehicle with 3 modules set up as camper:

"3": [
      "vehicle.1mod.cockpit.with.engine",
      "vehicle.2mod.camper"
    ],

Throws the following error:

Failed to call hook 'CarDialogCCmd' on plugin 'CarVendor v1.1.0' (IndexOutOfRangeException: Index was outside the bounds of the array.)

at Oxide.Plugins.CarVendor.AddModules (ModularCar car, System.String[] moduleNames) [0x00007] in :0

at Oxide.Plugins.CarVendor.CarDialogCCmd (ConsoleSystem+Arg arg) [0x00438] in :0

at Oxide.Plugins.CarVendor.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00631] in :0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in :0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <50629aa0e75d4126b345d8d9d64da28d>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <50629aa0e75d4126b345d8d9d64da28d>:0

 

A working work-around, adding "null" as third string.

    "3": [
      "vehicle.1mod.cockpit.with.engine",
      "vehicle.2mod.camper",
      "null"
    ],

Might be useful for someone who has the same issue :)

 

And thanks for this cool plugin, love it 🙂


 

 

  • Like 1
_senyaa

Posted

 

18 hours ago, Katze said:

Hey,

i found a tiny issue.

When you create a vehicle in config with a 2module part like the camper, and use other component as they would fit like in vanilla, it spawns the car without vehicle parts and fuel.

As example a vehicle with 3 modules set up as camper:

"3": [
      "vehicle.1mod.cockpit.with.engine",
      "vehicle.2mod.camper"
    ],

Throws the following error:

A working work-around, adding "null" as third string.

    "3": [
      "vehicle.1mod.cockpit.with.engine",
      "vehicle.2mod.camper",
      "null"
    ],

Might be useful for someone who has the same issue :)

 

And thanks for this cool plugin, love it 🙂


 

 

Hey, I've fixed it in v1.1.1, you don't have to write "null" again.

Thanks for the support, I really appreciate it!

  • Love 1
Fusion 3.64

Posted

Does ownership apply to the vehicle on spawning or will we need to use https://umod.org/plugins/claim-vehicle-ownership or something similar?

Also if the spawn points are set at a monument is it able to carry through map changes or do they need to be set each time?

_senyaa

Posted (edited)

4 hours ago, thepiercedweirdo said:

Does ownership apply to the vehicle on spawning or will we need to use https://umod.org/plugins/claim-vehicle-ownership or something similar?

Also if the spawn points are set at a monument is it able to carry through map changes or do they need to be set each time?

Hi, if the spawn point is set on a monument it is carried over through wipes.

When the car spawns only the person who bought it and his teammates can use it (vanilla behavior like in Airwolf or Fishing village).

I've updated the plugin and ownerID is now set as well.

Edited by _senyaa
Fusion 3.64

Posted

ownerID. That's the term I was trying to remember.
Also thank you for the response.

  • Like 1
RUST KILL

Posted (edited)

Is it possible to add a 2 snowmobile?

Edited by canek.inbox
_senyaa

Posted

1 hour ago, canek.inbox said:

Is it possible to add a 2 snowmobile?

Hey, at this moment the plugin doesn't support snowmobiles. I will try to implement it in a couple of days, as it is quite a busy time for me.

  • Like 1
RUST KILL

Posted

And maybe multilanguage..

_senyaa

Posted

@canek.inboxHey, sorry for the wait. I've added localization in v.1.2.0.

  • Like 1
_senyaa

Posted

@CyberWardenI've updated the plugin and NPC rotations are now properly saved.

_senyaa

Posted

@CyberWarden Spawner prefabs are working fine on my end, make sure you are not pressing "Break Prefab" in RustEdit and not adding them to another prefab.

_senyaa

Posted

@CyberWardenDo you prefab the whole map before saving?

_senyaa

Posted

Yeah. Some people do it, so it's harder to steal the map.

Rise

Posted

Would you consider adding in a config option for a restock timer and also a sale limit based on vehicles that already exist in the world?

Fusion 3.64

Posted

@_senyaa Does the data file still work with the latest update or do I need to set the vendors/car spawns again?

ToxicRust

Posted

it is possible to auto remove data on new wipe? 

_senyaa

Posted

@thepiercedweirdo, data files are, unfortunately, incompatible with v2.0.0. You need to spawn car vendors again.

Fusion 3.64

Posted

5 hours ago, _senyaa said:

@thepiercedweirdo, data files are, unfortunately, incompatible with v2.0.0. You need to spawn car vendors again.

Understood. Thank you.

Silicondude

Posted

Hey, car vendor doesn't compile/load after todays update.

Error while compiling: CarVendor.cs(1027,59): error CS1503: Argument `#1' cannot convert `float' expression to type `int'

 

 

Silicondude

Posted

8 minutes ago, _senyaa said:

@Silicondude, hey, fixed in v.2.0.2.

Wow, that was quick! 🙂 Thank you very much! Works fine again!

 

BUZZA

Posted

looking to purchase this plugin, does it function the same as say a heli/boat vendor? where the purchaser is considered the owner and no one can get in until the owner does?

BLAZ15

Posted

Does it support the Economics/ServerRewards plugin? If not, can you add it, please? 🙂 

MetalHead

Posted

Needs an update..

Failed to compile: 'IFuelSystem' does not contain a definition for 'AddStartingFuel' and no accessible extension method 'AddStartingFuel' accepting a first argument of type 'IFuelSystem' could be found (are you missing a using directive or an assembly reference?) | Line: 1211, Pos: 36

  • Like 1

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  • Like 2

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