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JeffG

Posted

yeah its dead with no dev!

  • Sad 3
mrdecoder

Posted

ill see what i can do 

mrdecoder

Posted

i have a fixed version !!!
if want it let me know

JeffG

Posted

50 minutes ago, mrdecoder said:

i have a fixed version !!!
if want it let me know

just be carful good way to catch a ban even if its a dead plugin for now.

  • Like 2
mrdecoder

Posted

25 minutes ago, JeffG said:

just be carful good way to catch a ban even if its a dead plugin for now.

already messaged the moderators  and i only give to people that i know have payed for it 

  • Like 1
Angry Dragon Gaming

Posted

yeas please   and ye be carefull dont want you getting in trouble for it but a working version would be great

 

mrdecoder

Posted

as i did not get any message yet from staff 

here is a small fix that you can add yourself in


line 413 till 443

replace  the compleet
 if (SkinID != 0)


with
below

 if (SkinID != 0)
{
    // Create lists for player items and items to collect
    var playerItems = Pool.GetList<Item>();
    var itemsToCollect = Pool.GetList<Item>();

    try
    {
        // Collect all items from the player's inventory
        playerItems.AddRange(player.inventory.containerMain.itemList);
        playerItems.AddRange(player.inventory.containerBelt.itemList);
        playerItems.AddRange(player.inventory.containerWear.itemList);

        // Filter items based on SkinID, short name, and amount
        foreach (var item in playerItems)
        {
            if (item.skin == SkinID && item.info.shortname == ShortName && item.amount > 0)
            {
                itemsToCollect.Add(item);
            }
        }

        // Check if there are enough items to meet the required amount
        if (itemsToCollect.Count < Amount)
        {
            Instance.PrintToChat(player, string.Format(noResourcesText, itemDef.displayName.english.ToLower()));
            return false;
        }

        // Remove the items from the inventory
        foreach (var item in itemsToCollect)
        {
            item.RemoveFromContainer();
        }
    }
    finally
    {
        // Free pooled lists to avoid memory leaks
        Pool.FreeList(ref itemsToCollect);
        Pool.FreeList(ref playerItems);
    }

    break;
                            }



next step replace 
arround line 472
   _buoyancy.SavePointData();

with 

_buoyancy.SavePointData(false); 

  • Like 1
Angry Dragon Gaming

Posted (edited)

is that in the config or plugin its self?

im not seeing the boyancy.savepointdata bit also just to show ive purchased it

 

Desktop Screenshot 2024.12.20 - 15.24.25.77.png

Edited by Angry Dragon Gaming
Angry Dragon Gaming

Posted (edited)

ill have a look and try figure it out plugin is still not working its saying failed to compile

 

 

Edited by Angry Dragon Gaming
  • Like 1
mrdecoder

Posted

On 12/20/2024 at 4:01 PM, Angry Dragon Gaming said:

ill have a look and try figure it out plugin is still not working its saying failed to compile

 

 

check pm
and let me know

Žéŧ

Posted

I hope I am helping those who have the paid plugin like me and like it. ✌️😉👍
In addition to the change suggested above, I also made this change provided by chatgpt, keeping the "_buoyancy.SavePointData(false)" and, for me, it is working fine:

 

private void InitBuoyancy()
{
    _buoyancy = _snowmobile.gameObject.AddComponent<Buoyancy>();

    _buoyancy.forEntity = _snowmobile;
    _buoyancy.rigidBody = _rigidbody;

    _buoyancy.doEffects = true;

    _buoyancy.requiredSubmergedFraction = 0f;

    _buoyancy.useUnderwaterDrag = true;
    _buoyancy.underwaterDrag = 30f;

    var points = new BuoyancyPoint[config.BuoyancyPoints.Length];

    parentPoint = new GameObject("buoyancy");

    for (var i = 0; i < points.Length; i++)
    {
        var go = new GameObject($"buoyancyPoint_{i}");

        go.transform.SetParent(parentPoint.transform, false);
        go.transform.localPosition = config.BuoyancyPoints[i].Position;

        var point = go.AddComponent<BuoyancyPoint>();

        point.buoyancyForce = config.buoyancyForce;
        point.size = config.BuoyancyPoints[i].Size;
        points[i] = point;
    }

    parentPoint.transform.SetParent(_snowmobile.transform, false);
    parentPoint.transform.localPosition = new Vector3(0.046f, -0.15f, -0.853f);

    _buoyancy.points = points;

    // Fixing the error by passing the boolean value to SavePointData
    _buoyancy.SavePointData(false); // Use true ou false dependendo da lógica desejada.
}

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