Jump to content

13 Screenshots

  • 108.8k
  • 1.4k
  • 1.33 MB
This area is intended for discussion and questions. Please use the support area for reporting issues or getting help.

Recommended Comments

Adem

Posted

You can write to me in discord to quickly get an answer to your question (Adem#9554)

  • Like 1
Viktorvill

Posted

Hi!

It gives me such an error on the console, but it works.

 

Failed to call hook 'OnTurretAuthorize' on plugin 'CustomModules v1.0.3' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.CustomModules.OnTurretAuthorize (AutoTurret turret, BasePlayer player) [0x00044] in <5be6bb77e2654f3fac0b64b683fd0951>:0
  at Oxide.Plugins.CustomModules.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x009a2] in <5be6bb77e2654f3fac0b64b683fd0951>:0
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <b6af59acae274e5a94fb209dfc179b8f>:0                                                                                                                                           13kb/s in, 138kb/s out
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <bae5f1223fce49c493b01571c99dce02>:0
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <bae5f1223fce49c493b01571c99dce02>:0

  • Like 1
Adem

Posted

On 8/30/2022 at 2:40 AM, Viktorvill said:

Hi!

It gives me such an error on the console, but it works.

 

Failed to call hook 'OnTurretAuthorize' on plugin 'CustomModules v1.0.3' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.CustomModules.OnTurretAuthorize (AutoTurret turret, BasePlayer player) [0x00044] in <5be6bb77e2654f3fac0b64b683fd0951>:0
  at Oxide.Plugins.CustomModules.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x009a2] in <5be6bb77e2654f3fac0b64b683fd0951>:0
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <b6af59acae274e5a94fb209dfc179b8f>:0                                                                                                                                           13kb/s in, 138kb/s out
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <bae5f1223fce49c493b01571c99dce02>:0
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <bae5f1223fce49c493b01571c99dce02>:0

Fixed

sabi_maru

Posted

Can you please make custom modules available in the Loot Table & Stacksize GUI?

  • Love 1
Rahd

Posted

Is it possible to make the plugin work with TruePVE in a way to make Auto Turrets shoot/damage players only inside PVP Zones?

 

  • Like 1
Rahd

Posted

I get this error  spammed in console all the time:

 at Oxide.Plugins.CustomModulesExtensionMethods.ExtensionMethods.FirstOrDefault[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x00013] in <29d7d18045014907bafe976f608c52db>:0
  at Oxide.Plugins.CustomModules.AttachOrUpdateCustomCarClass (ModularCar modularCar) [0x00019] in <29d7d18045014907bafe976f608c52db>:0
  at Oxide.Plugins.CustomModules+<OnVehicleModulesAssigned>c__AnonStorey0.<>m__0 () [0x00000] in <29d7d18045014907bafe976f608c52db>:0
Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.CustomModules+<AttachOrUpdateCustomCarClass>c__AnonStorey18.<>m__0 (Oxide.Plugins.CustomModules+CustomCarClass x) [0x00012] in <29d7d18045014907bafe976f608c52db>:0

 

CleanMarine71

Posted

what are the item id's for the modules

 

  • Like 1
CleanMarine71

Posted

what are the module skin ids aswell

 

Captn Shrek

Posted

I'd like to see about making official expansions to this addon. ive sent what ive made in the discord suggestions chat

  • Love 1
Malkizid

Posted

On 6/2/2023 at 5:19 AM, Captn Shrek said:

I'd like to see about making official expansions to this addon. ive sent what ive made in the discord suggestions chat

I really like this plugin and all of Adem's work but I would really like to see a few additions to Custom modules!
Like an attachable rocket launcher addon  (something similar to what biplanes plugin does)  

Mr Will

Posted

Hello, I have configured a system containing wooden panels on vehicle modules. However I encounter a problem when I draw on it. The latter takes into account the drawing reads it to all the panels on the same module and especially disappears when I move back. It keeps it in storage, when I open it it shows me the image again but if I get in my vehicle and start then it deletes the images... How to solve this problem?

  • Like 1
DeltaEremita

Posted

Hello, Its possible to make something to hold this car to a TugBoat? Like a hope or something? would be nice... Thanks!

Malkizid

Posted

On 6/9/2023 at 3:01 PM, Mr Will said:

Hello, I have configured a system containing wooden panels on vehicle modules. However I encounter a problem when I draw on it. The latter takes into account the drawing reads it to all the panels on the same module and especially disappears when I move back. It keeps it in storage, when I open it it shows me the image again but if I get in my vehicle and start then it deletes the images... How to solve this problem?

Hi, I believe this is a core Rust issue, the contents of signs can't be displayed if the sign is in motion or is removed.
Unfortunately there's not really a workaround for this, unless you know to write your own plugins and make your own models for them and in Rust edit where the specific sign and writing is "baked" together as part of the desired vehicle module.

Malkizid

Posted (edited)

Hi @Adem love the plugin, I set it up and configured it now, its working fine and very well.

There is one problem for me, we are Pve Server and I have  "Allow turrets to attack players? [true/false]": false,  but the turret kills players anyway.
In our TruePvE config  turrets have a rule so that they can not attack players. 


Solved abov: adding an extra Flag in TruePvE worked  both "StaticTurretsIgnorePlayers, TurretsIgnorePlayers" made sure that they could not be hurt.
also obviously a rule that "autoturrets cannot hurt players"

Cant get water engine to work either, its impossible to drive car to water, it bugs in away that the car is so heavy it cant move to get to the sea.
Is there something wrong?
    ( Patched and fixed in latest update)

Edited by Malkizid
Malkizid

Posted

we are getting this error when players modify their cars using custom modules -
I think its the buoyancy module in specific

| [Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1)

Any ideas ?

Suprnova74

Posted

		[ChatCommand("listcustommodules")]
        void ChatListCustomModules(BasePlayer player, string command, string[] arg)
        {

		string modulelist = "Custom Modules Available:\n";
		HashSet<ItemConfig> itemConfigs = _config.customItems;
		foreach (ItemConfig itemConfig in itemConfigs) 
		{
			modulelist = modulelist +  itemConfig.name + ":" + itemConfig.customShortname + "\n";
		}

		PrintToChat(player, modulelist);


        }
		[ConsoleCommand("listcustommodules")]
        void ConsoleListCustomModules(ConsoleSystem.Arg arg)
        {

		string modulelist = "Custom Modules Available:\n";
		HashSet<ItemConfig> itemConfigs = _config.customItems;
		foreach (ItemConfig itemConfig in itemConfigs) 
		{
			modulelist = modulelist +  itemConfig.name + ":" + itemConfig.customShortname + "\n";
		}

		Puts(modulelist);


        }

I'd like to add a command to list all available modules and their  custom shortnames that need to be referenced to give/get custom modulse.  I often times have to check the names 😄  These are working for me but feel free to tweak.  It'd also be nice to add input validation and just spit out a "syntax" kind of blurb for givemodules etc.  Currently it just doesn't do anything.  i could make the adjustments and post here if you like as well

  • Like 1
Godzilla

Posted (edited)

@Adem
In the 4 sockets chassis, when I put the cockpit module in second place, it doesn't let me enter the vehicle, nor does the option appear.
And if I put the Jet modulo in third place when I give nitro the vehicle gets stuck.

And when I remove the module to the inventory it gives me the turret every time, basically (Infinite Turrets)

Edited by Godzilla
DuckHunt88

Posted

For some reason anytime I use the turret modules they let me drive for a few feet then lock the vehicle to the ground and it wont move again. All the others seem to work fine so far though.

  • Like 1
Godzilla

Posted

2 hours ago, DuckHunt88 said:

For some reason anytime I use the turret modules they let me drive for a few feet then lock the vehicle to the ground and it wont move again. All the others seem to work fine so far though.

 

The same thing happens here. And when I remove the module to the inventory it gives me the turret every time, basically (Infinite Turrets)

  • Like 1
DuckHunt88

Posted

4 hours ago, DuckHunt88 said:

For some reason anytime I use the turret modules they let me drive for a few feet then lock the vehicle to the ground and it wont move again. All the others seem to work fine so far though.

Also on the 4module chassis if the cockpit is on either of the inner 2 slots you cannot mount it, can only mount a cockpit when on front or rear slot. So when building a floating car you always tip that direction. 3module chassis works fine.

  • Like 1
Godzilla

Posted

9 hours ago, DuckHunt88 said:

Also on the 4module chassis if the cockpit is on either of the inner 2 slots you cannot mount it, can only mount a cockpit when on front or rear slot. So when building a floating car you always tip that direction. 3module chassis works fine.

Yes exactly..

@Adem please when you have the chance 🙏

benkf

Posted

Where should i upload Skins folder?

Malkizid

Posted

5 minutes ago, benkf said:

Where should i upload Skins folder?

Iirc  they arent required to be loaded into your server data folders, they are only provided for hosting.
For example if you use an in game shop and want to link a url to a custom image - you could upload these skins somewhere and link them.
So that the custom item shows the correct image in your shop.

Otherwise the plugin works fine without them.

  • Like 1
benkf

Posted

Aha got it thanks ❤️

  • Like 1

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Like 7
  • Love 5

Adem's Collection

User Feedback

1.6m

Downloads

Total number of downloads.

7.7k

Customers

Total customers served.

115.4k

Files Sold

Total number of files sold.

2.3m

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.