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If you have any questions or issues with the plugin, please contact me.
For support related questions, please create a thread in the Support Section or send a direct message to my profile @MeventSupport.

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webofrito

Posted

hello the mod does not work suddenly

webofrito

Posted

hola el mod no funciona de repente

Mevent

Posted

3 minutes ago, webofrito said:

hello the mod does not work suddenly

Why? What happened? It doesn't compile?

Mevent

Posted

19 hours ago, Friendly Factions said:

old clan import command did not work for me

The "clans.convert" command converts the old Clans Reborn plugin data (which is in oxide/data/Clans.json). Check if there is a Clans.json file in this path? If so, tell me how you used the command?

Friendly Factions

Posted (edited)

4 minutes ago, Mevent said:

The "clans.convert" command converts the old Clans Reborn plugin data (which is in oxide/data/Clans.json). Check if there is a Clans.json file in this path? If so, tell me how you used the command?

The clan plugin I used to have was the one from umod (clans by k1lly0u).
So that explains why it did not work.

Edited by Friendly Factions
webofrito

Posted

What is there is clanslistjson and I did not put any command?

 

Mevent

Posted

4 hours ago, webofrito said:

What is there is clanslistjson and I did not put any command?

 

This message was for Friendly Factions 🙂

Mevent

Posted

5 hours ago, Friendly Factions said:

The clan plugin I used to have was the one from umod (clans by k1lly0u).
So that explains why it did not work.

PM me your data file (oxide/data/Clans.json), I'll try to do something about it (plugin update). But, the conversion should work with clans with uMod, and it's weird. 

Friendly Factions

Posted (edited)

24 minutes ago, Mevent said:

PM me your data file (oxide/data/Clans.json), I'll try to do something about it (plugin update). But, the conversion should work with clans with uMod, and it's weird. 

Unfortunately that file some how it got reset? Though we did had player made clans (some from last wipes aswell) before we added this plugin.

From oxide/data/Clans.json

{
  "clans": {},
  "timeSaved": 0,
  "playerInvites": {}
}

 

Edited by Friendly Factions
Mevent

Posted

2 minutes ago, Friendly Factions said:

Unfortunately that file some how it got reset? Though we did had player made clans (some from last wipes aswell) before we added this plugin.

From oxide/data/Clans.json

{
  "clans": {},
  "timeSaved": 0,
  "playerInvites": {}
}

 

Oh, sorry, I just checked and it turns out that Clans with uMod started storing data differently from version 0.2.2.
I'll add the conversion for the new version of data storage in Clans from uMod in an upcoming update 🙂

  • Like 1
Friendly Factions

Posted

1 hour ago, Mevent said:

Oh, sorry, I just checked and it turns out that Clans with uMod started storing data differently from version 0.2.2.
I'll add the conversion for the new version of data storage in Clans from uMod in an upcoming update 🙂

Thank you for the quick patch! 🙇‍♂️

COVID-19

Posted

 Failed to call hook 'OnServerInitialized' on plugin 'Clans v1.1.11' (ArgumentNullException: Value cannot be null.
Parameter name: key)
at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) [0x00008] in <fb001e01371b4adca20013e0ac763896>:0
at System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) [0x00000] in <fb001e01371b4adca20013e0ac763896>:0
at Oxide.Plugins.Clans+PlayerData.GetClan () [0x00000] in <d93eac3eae8a4e9994c295314aad2200>:0
at Oxide.Plugins.Clans.OnPlayerConnected (BasePlayer player) [0x0009d] in <d93eac3eae8a4e9994c295314aad2200>:0
at Oxide.Plugins.Clans.OnServerInitialized () [0x000b3] in <d93eac3eae8a4e9994c295314aad2200>:0
at Oxide.Plugins.Clans.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01d2e] in <d93eac3eae8a4e9994c295314aad2200>:0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <d431e37658ba4727b7490299d12dfc44>:0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <157a94ee66ab4a7991faecd1eb84be3b>:0
at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <157a94ee66ab4a7991faecd1eb84be3b>:0

03/12 21:37:25 | Loaded plugin Clans v1.1.11 by Mevent

03/12 21:37:25 | [Image Library] Starting order Clans

03/12 21:37:25 | Image batch (Clans) has been stored successfully

03/12 21:37:27 | Failed to call hook 'OnPlayerDisconnected' on plugin 'Clans v1.1.11' (ArgumentNullException: Value cannot be null.
Parameter name: key)
at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) [0x00008] in <fb001e01371b4adca20013e0ac763896>:0
at System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) [0x00000] in <fb001e01371b4adca20013e0ac763896>:0
at Oxide.Plugins.Clans+PlayerData.GetClan () [0x00000] in <d93eac3eae8a4e9994c295314aad2200>:0
at Oxide.Plugins.Clans.FindClanByPlayer (System.String userId) [0x0000a] in <d93eac3eae8a4e9994c295314aad2200>:0
at Oxide.Plugins.Clans.OnPlayerDisconnected (BasePlayer player) [0x0001d] in <d93eac3eae8a4e9994c295314aad2200>:0
at Oxide.Plugins.Clans.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01eaa] in <d93eac3eae8a4e9994c295314aad2200>:0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <d431e37658ba4727b7490299d12dfc44>:0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <157a94ee66ab4a7991faecd1eb84be3b>:0
at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <157a94ee66ab4a7991faecd1eb84be3b>

MNGO33

Posted

Having issues with the UI where clicking user's names or clan names to get more information bugs out and instead switches to the next page of players/clans.

It works well for the 1st and 2nd (sometimes 3rd player on the list) but its all very inconsistent.

Grecords

Posted

How to deal with the fact that players create clans for 1 or 2 people? And I need from 4 people clan. And another question, how can an administrator change other people's clans? There are no settings, only a list of clans and that's it, you can't delete or change it. Deleted only manually via FTP in files.

Hoss the Farmer

Posted (edited)

does this auto authorize everyone in the clan on turrets tcs ect?

and does it auto input codes for code locks?

Edited by Hoss the Farmer
CarbonVanillaRust

Posted

12 hours ago, Hoss the Farmer said:

does this auto authorize everyone in the clan on turrets tcs ect?

and does it auto input codes for code locks?

I had to type /clan leave and deauth at the turret. There is no auto authorize.

Mevent

Posted

23 hours ago, Hoss the Farmer said:

does this auto authorize everyone in the clan on turrets tcs ect?

and does it auto input codes for code locks?

For automatic authorization, you can use plugins designed for this purpose. For example: https://umod.org/plugins/automatic-authorization

  • Like 1
Mevent

Posted

On 3/26/2023 at 6:32 PM, Evgeniy Popov said:

How to deal with the fact that players create clans for 1 or 2 people? And I need from 4 people clan. And another question, how can an administrator change other people's clans? There are no settings, only a list of clans and that's it, you can't delete or change it. Deleted only manually via FTP in files.

There are "clans.manage" commands designed for clan management by administrators:

  • clans.manage list - lists all clans, their owners and their member-count
  • clans.manage listex - lists all clans, their owners/members and their on-line status
  • clans.manage show [name/userId] - lists the chosen clan (or clan by user) and the members with status
  • clans.manage msg [clanTag] [message] - sends a clan message
  • clans.manage create [name/userId] [clanTag] - creates a clan
  • clans.manage rename [oldTag] [newTag] - renames a clan
  • clans.manage disband [clanTag] - disbands a clan
  • clans.manage invite [clanTag] [name/userId] - sends clan invitation to a player
  • clans.manage join [clanTag] [name/userId] - joins a player into a clan
  • clans.manage kick [clanTag] [name/userId] - kicks a member from a clan
  • clans.manage owner [clanTag] [name/userId] - sets a new owner
  • clans.manage promote [clanTag] [name/userId] - promotes a member
  • clans.manage demote [clanTag] [name/userId] - demotes a member
  • Like 1
Hoss the Farmer

Posted

does anyone know how to fix the issue of double clans tags i use betterchat.

and i get double clan tags in global chat.

  • Like 1
Mevent

Posted

1 hour ago, Hoss the Farmer said:

does anyone know how to fix the issue of double clans tags i use betterchat.

and i get double clan tags in global chat.

Can you show me an example?

Nick Las

Posted

This plugin needs an optimization ASAP, it's incredible how this affect the whole perfomance of the server, even with some players on it I have an extremely FPS drop with Clans ON
image.png.aea60d3f70856c2e98e504b351ff467f.png

  • Like 1
Mevent

Posted

8 hours ago, Nick Las said:

This plugin needs an optimization ASAP, it's incredible how this affect the whole perfomance of the server, even with some players on it I have an extremely FPS drop with Clans ON
image.png.aea60d3f70856c2e98e504b351ff467f.png

Hi! I'm trying to optimize this, but it's important to remember that Clans will be a heavy plugin anyway, given that it collects a lot of statistics and stores and processes a lot of data (including data sorting) 😞

  • Like 1
Nick Las

Posted

11 hours ago, Mevent said:

Hi! I'm trying to optimize this, but it's important to remember that Clans will be a heavy plugin anyway, given that it collects a lot of statistics and stores and processes a lot of data (including data sorting) 😞

Yes, personally, I believe there should be an option to deactivate the TOP Clans, as I think it's what consumes the most.

Mevent

Posted

2 minutes ago, Nick Las said:

Yes, personally, I believe there should be an option to deactivate the TOP Clans, as I think it's what consumes the most.

Keeping statistics can be disabled in the config 🙂

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