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Minicopter Licence Plate 1.2.0

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The Friendly Chap

Posted

Eeep. OK. Figuring out how to fix that.

 

The Friendly Chap

Posted

I am actually terrible at plugin coding: I don't know C# yet. The only programming I have done is some Turbo Pascal 6.0 in the late 90's. This is literally built from reading other plugins code, trying to work out how they did what they did, and re-using the concept it for my own idea.

Or to use a simile : I am not the well studied engineer designing a car. I'm the Mechboy cutting up and welding back together that car, and the other engineer's aircraft afterburner into a Jet Trukk.

But I iz gonna keep kicking this %^&* inna teef till I getz this Waaaaaagh banner workin' on da Choppa.


 

The Friendly Chap

Posted

Ok, I think I have it. I've nested the DestroyMeshCollider inside the manager, and am hopefully now calling it on the board.

 

Jbird

Posted

Just feedback more than anything.
Slick idea! And love it!
Finally pushed me to get a different vehicle storage plugin so that I could use it! haha

Just as a heads up, it really doesn't matter much but in case anyone else mentions it.
I have a plugin that adds a blue light onto the tail of the mini.
When I use Sign Artist to add an image to the License Plate, the blue light turns on!
So odd it doesn't blink it's just on. Going through a night cycle fixes it, begins to blink at night.
It also turns off all the way in the morning so as I said this is just feedback not really an issue.

Well done!

The Friendly Chap

Posted

Weird. Thanks for the feedback 🙂

 

Jbird

Posted

You're welcome! It's definitely odd. Couldn't even begin to guess how or where that's happening.

Just as a follow up though, if there has been a sign artist image upload on the minicopter, every time we log the tail light is back on. I think we need to be near it during a night cycle to get them back to normal. Will test that further though.

It's still cool enough that I don't really care all that much but wouldn't mind a fix in the future. 😉 Take your time of course.

Worst case I might end up trying to weigh whether or not that tail light is really necessary. It's super cool to have a flashing blue light at night, just like the plate, not necessary at all but pretty fricken cool when you see it! But I could either look at removing that or maybe float the idea past the uMod plugin that is adding it and see if there is anything we could do on that front too.

  • Like 1
Jbird

Posted

Update: Seems to reset whenever you're outside of render distance long enough and come back.

Still not major just feedback. Stupid blue light. Lucky I like it so much or it'd be gone already.

  • Like 1
Jbird

Posted

Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5.

If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "assets/content/vehicles/minicopter/minicopter.entity.prefab/assets/prefabs/deployable/signs/sign.small.wood.prefab", Mesh asset path "" Mesh name "sign.wood.1x05.collision"

Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5.

If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "assets/content/vehicles/minicopter/minicopter.entity.prefab/assets/prefabs/deployable/signs/sign.small.wood.prefab/sign.wood.2x1_LOD0", Mesh asset path "" Mesh name "sign.wood.1x05.collision"

Just noticed I was getting these (for each mini on the map) with the restart this morning @The Friendly Chap.
Just a heads up bud.

  • Like 1
The Friendly Chap

Posted

Wierd, that problem was sorted already. I'll give it a test and see what's up with it while I try get a permission system roped in as well. 

The Friendly Chap

Posted

Quote

The meshcollider is recreated on server restarts.
Youll need to loop though each heli and check if it has a sign as a child. Then destroy the mesh collider on that sign again.

Might be beyond me for now. Trying to figure it out. Think I have it more or less.
 

Jbird

Posted

On 12/12/2021 at 6:39 AM, The Friendly Chap said:

Might be beyond me for now. Trying to figure it out. Think I have it more or less.
 

Still getting those messages on startup. Just a heads up.
Seem to still be functioning alright but just getting that for every mini on the map on startup.
Have a pretty good amount so when those pop up I'm like 0.0 if I am watching or checking console.

  • Like 1
The Friendly Chap

Posted

Can you see if the plugin loads first or you get the errors first? 

Jbird

Posted

16 hours ago, The Friendly Chap said:

Can you see if the plugin loads first or you get the errors first? 

All of the plugins load first.

The errors come later as it is loading in the map and everything else in it or on it.

Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5.
If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "assets/content/vehicles/minicopter/minicopter.entity.prefab/assets/prefabs/deployable/signs/sign.small.wood.prefab", Mesh asset path "" Mesh name "sign.wood.1x05.collision"
(Filename: Line: 0

Still getting the error an assload of times right before the server finishes coming back up from daily updates and restart.

  • Like 1
The Friendly Chap

Posted

Drat. Then something isn't working as I anticipated. I'll need to do a bit of digging at this though. I'll try get to it on Sunday, as the working week is a bit of a hellhole right now. I fit stuff to houses in a tourist town, so I'm hella busy with people who want their stuff installed by Christmas, but I'll get to fixing this error, and cleaning up the code somewhat as well.

Jbird

Posted

On 12/17/2021 at 12:00 AM, The Friendly Chap said:

Drat. Then something isn't working as I anticipated. I'll need to do a bit of digging at this though. I'll try get to it on Sunday, as the working week is a bit of a hellhole right now. I fit stuff to houses in a tourist town, so I'm hella busy with people who want their stuff installed by Christmas, but I'll get to fixing this error, and cleaning up the code somewhat as well.

Just a heads up I am also getting the following while the server is running. I just hadn't noticed until today.

Couldn't create a Convex Mesh from source mesh "Minicopter_part001" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
Couldn't create a Convex Mesh from source mesh "Minicopter_part002" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
Couldn't create a Convex Mesh from source mesh "Minicopter_part003" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
Couldn't create a Convex Mesh from source mesh "Minicopter_part011" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "assets/prefabs/locks/keypad/lock.code.prefab/Cube"

 

Jbird

Posted

9 hours ago, The Friendly Chap said:

Custom map?

I mean yes but I'm not really sure that either of those errors would act differently on a procedural map. If they could you'll have to share because I'm completely at a loss for how that could affect this.

Also, @bmgjet you are an absolute GOAT. One of the Greatest Of All Time!

The Friendly Chap

Posted

Quote

The negitive scaling error. Must be from another plugin.

Yeah, I at first thought it was the map, hence my question. This error usually crops up on startup if the mapper has accidentally negative scaled something, in this case a code lock prefab. As bmgjet points out though, it could be that it's a lock prefab spawned by another plugin. Do you perhaps have a plugin adding a code lock to the minicopters as well?

As for the MeshCollider error, I shall take the above code from bmgjet and get it into the system as soon as I stop fitting crap to peoples houses for the year. Workload kinda punishing as we push to get the year's work done. I've fitted about 500kg of aluminium shutters in the last two days and driven > 600km. So I may go comatose on the first day off.

Jbird

Posted (edited)

2 hours ago, The Friendly Chap said:

Do you perhaps have a plugin adding a code lock to the minicopters as well?

Yes I do. Apologies totally missed that comment and such have been busy myself lately in and outside Rustland much like yourself. What's odd is that the codelock seems to be normal sized. I want to get it near a normal codelock to look. Not that it matters it likely would be this other plugin as bmgjet stated. It's just that I had never seen this pop up before having your plugin.

The signs just act a bit wonky in a few different scenarios. When I do different things near the signs for instance like pick something up that was deployed, use remover tool on another item, different things like this, I hear the sound of an item breaking and can see the sign break. It is usually replaced instantly by a blank sign. So just some minor things that could be tweaked in the future.

Currently I am using Vehicle Deployed Locks by WhiteThunder from uMod.
https://umod.org/plugins/vehicle-deployed-locks

I had recently seen another plugin however that does similarly allow addition of locks to vehicles but also will give ownership to those vehicles which I don't necessarily need but I might consider looking into.

Also by the way I never expect people to drop everything they are doing to respond to anything be it bugs fixes suggestions or whatnot. Get to it when you can bud just like to leave feedback and do my little part to help improve things. Happy holidays to all! 🎄

Edited by Jbird
Jbird

Posted

darryl hamilton aaron GIF

  • Haha 1
Kobani

Posted

signArtis does not add any images is that blocked?

KingSizeKevin

Posted

I feel like an idiot but how do you actually get the small wooden sign on a mini? 

  • Moderator
Mals

Posted

3 hours ago, KingSizeKevin said:

I feel like an idiot but how do you actually get the small wooden sign on a mini? 

If the plugin is working, and you have the permission miniplate.use it should be there when the minicopter spawns.  IDK if it adds it to existing ones though, i have not tested that.

BLAZ15

Posted (edited)

it would be nice if will was a plugin like that but not just for minicopters but for every vehicle in the game with a support for signartist to make the license plate be with image that will set in config. 🙂

Edited by BLAZ15

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