Jump to content
Message added by Mevent,

Thanks for your interest in my plugin!

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.

Thanks!

22 Screenshots

  • 141.7k
  • 4.3k
  • 375.26 kB

Recommended Comments



sub

Posted

and how do i even give the kits it doesnt work for me

MeventSupport

Posted

12 hours ago, sub said:

IS there a way to give the player a kit for only 30 days?

you need to create a permission. For example: "kits.30d". And grant the player this permission for 30 days using the TimedPermissions plugin:

grantperm <player|steamid> kits.30d 30d

MeventSupport

Posted (edited)

18 hours ago, sub said:

IS there a way to give the player a kit for only 30 days?

Edited by MeventSupport
Donald Varino

Posted

General question,

 

I have a kit with a cooldown of 1209600 which is 335 hours give or take. In the kit UI is it possible for it to show it saying 14 days til you can get another kits instead of the 335:00:00???

MeventSupport

Posted

4 hours ago, Donald Varino said:

General question,

 

I have a kit with a cooldown of 1209600 which is 335 hours give or take. In the kit UI is it possible for it to show it saying 14 days til you can get another kits instead of the 335:00:00???

I understand the problem, I need to think about how I could implement it

  • Haha 1
CoreSnap

Posted

On 11/25/2024 at 10:32 AM, CoreSnap said:

Yes. I can provide a video, but i tested this multiple times across a multitude of configurations. 

1. Large backpack with Skinner enabled:

  • F1'd items into inventory and it auto skinned - small & large box, double door, single door, tc
  • added to my large backpack and they remain skinned
  • added as a kit to where backpack was only item in inventory
  • dropped backpack, /kit, took the kit I just made, opened backpack, items were still in backpack but no skins.

 

2. Large backpack and unloaded Skinner

  • F1 spawned items, changed skins in repair bench
  • added to backpack
  • added kit
  • dropped backpack, /kit, took the kit i just made, opened backpack, items were still in backpack but no skins.

 

3. Tried with Large and Small backpack with Skinner unloaded

  • crafted items natively and added skins while crafting
  • added to backpack
  • added kit
  • dropped backpack, /kit, took the kit i just made, opened backpack, items were still in backpack but no skins.

 

Tried this same process with Bag of Holding and same result. Grabbing a kit with items inside of a backpack looks to fully unskin said items. Have not tried with Kits as the only plugin, but I don't imagine this should matter.

Is there a way of making this so items in a backpack remain skinned when taking a kit?

Thank you!

Hello, just wanted to touch base on this to see if you have anything in mind for why this may be happening! Thanks! 

MeventSupport

Posted

15 hours ago, CoreSnap said:

Hello, just wanted to touch base on this to see if you have anything in mind for why this may be happening! Thanks! 

Hi. Could you please send me the config?

CoreSnap

Posted

30 minutes ago, MeventSupport said:

Hi. Could you please send me the config?

Here you go. I've tried this with the default config, tried it with making some adjustments. No change. Kits with skinned items in a backpack de-skin the items when claiming kit.

Kits.json

MeventSupport

Posted

24 minutes ago, CoreSnap said:

Here you go. I've tried this with the default config, tried it with making some adjustments. No change. Kits with skinned items in a backpack de-skin the items when claiming kit.

Kits.json 30.35 kB · 0 downloads

Thanks, I will check it out! 

xxxproms

Posted

@MeventПоддержкаGreetings, after the last update, the kits system may suddenly stop working, there were no configuration changes, only updated to the latest version, even when downloading the plugin, the server may freeze completely, players do not throw out from the server, but all functions stop working, players can only wander around the server, remote access to the server is the same it disappears, only a complete reboot of the server helps, I repeat, no such problems were observed before the current update, and no changes were made to the plugin configuration.

MeventSupport

Posted

6 hours ago, xxxproms said:

@MeventПоддержкаGreetings, after the last update, the kits system may suddenly stop working, there were no configuration changes, only updated to the latest version, even when downloading the plugin, the server may freeze completely, players do not throw out from the server, but all functions stop working, players can only wander around the server, remote access to the server is the same it disappears, only a complete reboot of the server helps, I repeat, no such problems were observed before the current update, and no changes were made to the plugin configuration.

Are you getting any errors in the console?

xxxproms

Posted (edited)

3 hours ago, MeventSupport said:

Are you getting any errors in the console?

There are no errors in the console, at least I did not notice them, there is the same problem on the second test server with the default config, I use your panel and the store in conjunction, at the moment I had to go back to the previous version, there are no such problems with it.

I saw this error👇

19:17 [Error] Failed to initialize plugin 'Kits v2.1.0' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.Kits.FillCategories () [0x00000] in <1d279d2e36b44df9ae02021ff61bc163>:0 
  at Oxide.Plugins.Kits.Init () [0x0000c] in <1d279d2e36b44df9ae02021ff61bc163>:0 
  at Oxide.Plugins.Kits.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0088a] in <1d279d2e36b44df9ae02021ff61bc163>: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.CSPlugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x00043] in <beb2b64691c64e2b95b99491bd85442c>:0 
19:17 [Info] Unloaded plugin Kits v2.1.0 by Mevent

 

Edited by xxxproms
MeventSupport

Posted

14 hours ago, xxxproms said:

There are no errors in the console, at least I did not notice them, there is the same problem on the second test server with the default config, I use your panel and the store in conjunction, at the moment I had to go back to the previous version, there are no such problems with it.

I saw this error👇

19:17 [Error] Failed to initialize plugin 'Kits v2.1.0' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.Kits.FillCategories () [0x00000] in <1d279d2e36b44df9ae02021ff61bc163>:0 
  at Oxide.Plugins.Kits.Init () [0x0000c] in <1d279d2e36b44df9ae02021ff61bc163>:0 
  at Oxide.Plugins.Kits.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0088a] in <1d279d2e36b44df9ae02021ff61bc163>: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.CSPlugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x00043] in <beb2b64691c64e2b95b99491bd85442c>:0 
19:17 [Info] Unloaded plugin Kits v2.1.0 by Mevent

 

I'll be releasing an update soon

AWJ Chedder

Posted

why do my kits look like this after update?

Screenshot 2024-12-20 185153.png

Mevent

Posted

22 minutes ago, AWJ Chedder said:

why do my kits look like this after update?

Screenshot 2024-12-20 185153.png

strange... the plugin should have converted these sizes normally.

in the Main Panel, set AnchorMin and Anchorax to "0.5 0.5"

AWJ Chedder

Posted

3 hours ago, Mevent said:

strange... the plugin should have converted these sizes normally.

in the Main Panel, set AnchorMin and Anchorax to "0.5 0.5"

now looks like this 😄

 

Screenshot 2024-12-20 230034.png

AWJ Chedder

Posted

15 hours ago, AWJ Chedder said:

 

Screenshot 2024-12-20 230034.png

 

Screenshot 2024-12-21 142022.png

AWJ Chedder

Posted

15 minutes ago, AWJ Chedder said:

 

Screenshot 2024-12-21 142022.png

Ive reset all files and made new kits with default config and cs and still same pos for kits

MeventSupport

Posted

On 12/13/2024 at 6:19 PM, CoreSnap said:

Here you go. I've tried this with the default config, tried it with making some adjustments. No change. Kits with skinned items in a backpack de-skin the items when claiming kit.

Kits.json 30.35 kB · 2 downloads

fixed in version 2.1.6

CoreSnap

Posted

On 7/15/2024 at 6:23 AM, CoreSnap said:

Could you provide the specific steps? Because any I've tried do not work at all. I've enabled autokits, mixed with turning on and off 'Ignore autokit checking', Getting autokit 1 time, changing the amount a player can obtain...

When using autokit with 'getting 1 time', this doesn't do anything. If I respawn, I receive the same autokit.

I change the 'Amount' to be given to 1 and this works, but then overrides default settings. When respawning after making change, I receive the autokit. If I respawn an additional time, my belt has nothing where you whould normally have a rock and torch. So again, that works but overrides game defaults which is undesirable. 

As mentioned, I've tried a mixture of configurations and none give the autokit one time and then revert back to 'vanilla' after the 1 time is used. 

Let me know if you have any other questions, or are able to possibly provide a config that would work for what I'm looking for. I believe this is also what the other user you were helping was after, but not sure they explained in this amount of depth. 

Thank you!

Hello, I don't believe there was ever a response to this, in regards to receiving an AutoKit 1 singular time, and then having it convert back to default settings where players would then receive the default loadout of a rock and a torch (or the additional snowballs for the holiday update).

I've adjusted just about every setting I can think of, and still not getting the desired outcome. When reading thru more comments in this thread, I didn't see any that address this specifically, only similar instances. 

Let me know if you have any questions. Thanks! 

 

Side Note, I really appreciate you taking my inquiry about skinned items in a backpack. I tested this out in the latest update and it works perfectly! Awesome work! 

Mevent

Posted

4 hours ago, CoreSnap said:

Hello, I don't believe there was ever a response to this, in regards to receiving an AutoKit 1 singular time, and then having it convert back to default settings where players would then receive the default loadout of a rock and a torch (or the additional snowballs for the holiday update).

I've adjusted just about every setting I can think of, and still not getting the desired outcome. When reading thru more comments in this thread, I didn't see any that address this specifically, only similar instances.

Let me know if you have any questions. Thanks!

 

Side Note, I really appreciate you taking my inquiry about skinned items in a backpack. I tested this out in the latest update and it works perfectly! Awesome work!

Hi! “getting 1 time” means that the player only gets one whale (top priority), otherwise all available.

CoreSnap

Posted

38 minutes ago, Mevent said:

Hi! “getting 1 time” means that the player only gets one whale (top priority), otherwise all available.

Thank you for replying.

I still don't understand from your response how I can accomplish what I'm trying to do. 

When enabling AutoKit for a specified role/permission, I will respawn and be given said autokit. However, if I continue to respawn, I will keep getting this autokit. I only want to receive it one time.

So when i set Autokit and Amount to 1, OR set the cooldown, when I respawn I will no longer get the autokit, BUT I spawn with nothing at all when I should be spawning with a rock and torch...so again, it's overriding this.

In the config file:

  "Getting an auto kit 1 time?": true,
  "Allow to enable/disable autokit?": true,
  "Permission to enable/disable autokit": "kits.changeautokit",
  "Ignore auto-kit checking?": false,

I have modified every one of these options several times with practically no change in behavior.

So again, if you can please advise on exactly what steps I need to take in order to receive an autokit 1 single time, and then a rock/torch / default loadout from there forward I would greatly appreciate it. 

Thank you! 🙂

 

PS if you have another avenue you'd like to communicate through instead of this thread, let me know.

Uygar

Posted

After the update, images do not appear in the kits. What should I do to make the images appear?

MeventSupport

Posted (edited)

23 hours ago, Uygar said:

After the update, images do not appear in the kits. What should I do to make the images appear?

Hello! The problem with images is not related to the Kits plugin and its updates. The ImageLibrary plugin is responsible for images. Try to clear ImageLibrary data and restart the server.

Edited by MeventSupport

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 6

Mevent's Collection

User Feedback

1.6m

Downloads

Total number of downloads.

7.4k

Customers

Total customers served.

111k

Files Sold

Total number of files sold.

2.2m

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.