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imthenewguy

Posted

45 minutes ago, Evil_Orko said:

Deployable Nature broke on Saturday's forced update (like everything, i understand!) it doesn't see our economy balance and says we don't have enough to purchase.  Our Christmas in July map is looking forward to this when you get around to it, thanks!  

image.png.359a9c9ac1ca8fcc6ac25de044023cfc.png

  • Like 1
rustfoxgaming

Posted

(21:18:29) | Calling hook CanCombineDroppedItem resulted in a conflict between the following plugins: DeployableNature - True (Boolean), SuperCard (False (Boolean))

supercart free plugin umod

imthenewguy

Posted

The standard for returning on a non-null value is to return true. SuperCard needs to be changed.

Do you know what is being combined?

rustfoxgaming

Posted

not at all no you want the super card config?

imthenewguy

Posted

Nah its not a config issue. I'll find out what the standards are and update it if I need to change my code, otherwise you will need to ask the super card dev to change his.

 

  • Like 1
liuyan1220

Posted

(22:52:38) | Failed to call hook 'OnEntityBuilt' on plugin 'DeployableNature v1.0.26' (NullReferenceException: Object reference not set to an instance of an object)

at Oxide.Plugins.DeployableNature.CreateEntity (System.String prefab, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, System.UInt64 skin, System.UInt64 ownerID, System.Int32 max_hits, System.Boolean authDamageOnly, System.Boolean prevent_gather, System.Boolean isAdmin, System.Boolean createEntry) [0x0000f] in <c709deaad416487eb1c6aa81cab86bc1>:0

at Oxide.Plugins.DeployableNature.OnEntityBuilt (Planner plan, UnityEngine.GameObject go) [0x001bf] in <c709deaad416487eb1c6aa81cab86bc1>:0

at Oxide.Plugins.DeployableNature.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00d1c] in <c709deaad416487eb1c6aa81cab86bc1>:0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0

imthenewguy

Posted

Submit a support ticket please.

MegaPihar

Posted

Hello! Please add IQEconomic support

imthenewguy

Posted

2 hours ago, MegaPihar said:

Hello! Please add IQEconomic support

No plans to add IQEconomic support.

Wile E.

Posted

Yesterday a player placed a polar bear inside the team's base. He logged off, then after some time passed he was notified he was killed by a bear. The bear also changed position.

Anyone seen anything like this ? I was not expecting animals to kill or move so placed a bunch of animals inside and logged off in the middle of them. I have not been able to duplicate dying to any placed animals but have no idea what else could have happened.

While I was not expecting animals to move perhaps that is to be expected. Out of the animals I placed a polar bear and boar both moved but a regualr bear, stag and wolves have not moved at all.

Thoughts ?

imthenewguy

Posted

8 hours ago, Wile E. said:

Yesterday a player placed a polar bear inside the team's base. He logged off, then after some time passed he was notified he was killed by a bear. The bear also changed position.

Anyone seen anything like this ? I was not expecting animals to kill or move so placed a bunch of animals inside and logged off in the middle of them. I have not been able to duplicate dying to any placed animals but have no idea what else could have happened.

While I was not expecting animals to move perhaps that is to be expected. Out of the animals I placed a polar bear and boar both moved but a regualr bear, stag and wolves have not moved at all.

Thoughts ?

The animal's brain is set to null in the same tick they are spawned, so they shouldn't kill anyone when spawned. This would be the same for when the plugin is unloaded/loaded.

SONuvaGUN

Posted

Please add placement restrictions! ie: roads, train tracks, monuments etc

DeutscherRitterPlatz

Posted (edited)

Then set up the plugin so that users can only place it with building restrictions | "TCAuthRequired": true,

Edited by DeutscherRitterPlatz
SONuvaGUN

Posted

41 minutes ago, DeutscherRitterPlatz said:

Then set up the plugin so that users can only place it with building restrictions | "TCAuthRequired": true,

It is set exactly like that for sure.  However, rocks (for example) can still be placed close enough to roads, that they will end up blocking the road

 

SONuvaGUN

Posted

Is it possible to add an option in the config to prevent the deployable from floating if the thing they are attached to is ent.killed or broken?

imthenewguy

Posted

7 hours ago, SONuvaGUN said:

Is it possible to add an option in the config to prevent the deployable from floating if the thing they are attached to is ent.killed or broken?

Not without adding a sizeable amount of resource overhead, because they don't natively have groundwatch.

  • Like 1

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