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30 minutes ago, Zoreeno said:

Yeah you can. Can put the command in a shop plugin if you wanted.

Thanks

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Hi, would it be possible to get compatibility with npc raiders please? would love to see this addition.

i know they use military tunnel scientist but not sure why it doesnt give xp for killing them.

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39 minutes ago, Kurucz Roland said:

Hello ! The harvesting ultimate just doesnt work . I dont know what's the problem cos the ultimate worked before !

 

did you remember to use /setgenes, this ultimate did work last time i placed a seed less than 12 hours ago.

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10 hours ago, BetterDeadThanZed said:

In regards to the Water Breathing perk, can we get a countdown of how long we can breath under water?

it is already in top right corner, very small but its there. only appears when under water

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5 hours ago, tacman1981 said:

it is already in top right corner, very small but its there. only appears when under water

Ok, it's probably covered by my server HUD then.

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im seeing a lot of this in my console now

 

Failed to call hook 'OnCardSwipe' on plugin 'SkillTree v1.2.7' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.SkillTree.OnCardSwipe (CardReader cardReader, Keycard card, BasePlayer player) [0x00020] in <352ea79388c74ac3b3fa30aa13fad9ba>:0 
  at Oxide.Plugins.SkillTree.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x03456] in <352ea79388c74ac3b3fa30aa13fad9ba>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0 

 

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2 hours ago, tacman1981 said:

im seeing a lot of this in my console now

 

Failed to call hook 'OnCardSwipe' on plugin 'SkillTree v1.2.7' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.SkillTree.OnCardSwipe (CardReader cardReader, Keycard card, BasePlayer player) [0x00020] in <352ea79388c74ac3b3fa30aa13fad9ba>:0 
  at Oxide.Plugins.SkillTree.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x03456] in <352ea79388c74ac3b3fa30aa13fad9ba>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0 

 

I cannot seem to replicate the error here. Do you know what circumstances may be triggering it?

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i honestly couldnt say, its just appearing in console every so often. ill message you if i ever figure out what the cause is tho

 

Edit: seems to come from swiping super card in any slot (master keycard)

Edited by tacman1981
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3 hours ago, tacman1981 said:

i honestly couldnt say, its just appearing in console every so often. ill message you if i ever figure out what the cause is tho

 

Edit: seems to come from swiping super card in any slot (master keycard)

Mind linking to the plugin? Ill take a look.

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hey @imanewguy - it's been a while since my last bunch of suggestions and as our players now approach lvl 100 (on the ultra grindy settings) of the skill tree I was wondering if the following would be possible:

  • A Prestige Skill Point (or separate "currency") that could be spent on a meta/overarching skill tree. e.g. Like roguelike games have progression within in the run, but they also have that long term progression on the side. 
  • Can multiple buffs be added per node? e.g. would be great on said tree to be able to have one node encompass a few harvesting skills, another to have a few combat based ones?
  • The Kruptaj/Adem Event plugins (e.g. Junkyard Event), is there any chance the XP reward could be split by participant (as the plugins themselves do) rather than it going to the winner only?
  • Skill tree loadouts - so that players can quickly respec into a saved spec, without having to go through the tree
  • Increasing respec costs, rather than flat and with perm based discounts, have the cost gradually increase per use. e.g. first respec free, next 10, next 100...etc Then the counter resets with say wipe or a command.


 

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i feel like this would be a totally possible addition, team sharing of xp when nearby. think it would be nice for players who team to have a share of xp even if it is equal amongst participants and not damage base.

this was recommended by a player.

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hello, im having this problem and players cant open extra pocket.

 

Failed to call hook 'OpenExtraPocketsButton' on plugin 'SkillTree v1.2.7' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.SkillTree.GetRestoreItem (BasePlayer player, ItemContainer container, Oxide.Plugins.SkillTree+ItemInfo savedItem) [0x00046] in <9499d4aba3394fa0a2345671c40178a6>:0 at Oxide.Plugins.SkillTree.FetchItems (BasePlayer player, ItemContainer container) [0x0006b] in <9499d4aba3394fa0a2345671c40178a6>:0 at Oxide.Plugins.SkillTree.GenerateBag (BasePlayer player, System.Int32 slots) [0x000b0] in <9499d4aba3394fa0a2345671c40178a6>:0 at Oxide.Plugins.SkillTree.OpenBag (BasePlayer player) [0x00176] in <9499d4aba3394fa0a2345671c40178a6>:0 at Oxide.Plugins.SkillTree.OpenExtraPocketsButton (ConsoleSystem+Arg arg) [0x00014] in <9499d4aba3394fa0a2345671c40178a6>:0 at Oxide.Plugins.SkillTree.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x03fae] in <9499d4aba3394fa0a2345671c40178a6>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0

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1 hour ago, tacman1981 said:

i feel like this would be a totally possible addition, team sharing of xp when nearby. think it would be nice for players who team to have a share of xp even if it is equal amongst participants and not damage base.

this was recommended by a player.

Would be cool as a skill. That way players can choose to have it.

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2 minutes ago, Neighigh said:

Would be cool as a skill. That way players can choose to have it.

yes, i like this even better. that way the experienced players can help the less experienced to grow, if they so choose

 

it is mostly for things like bradleys, or anything that requires more than 2-3 bullets to kill, to just be shared amongst all team members

Edited by tacman1981
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On 1/25/2023 at 5:48 AM, jaybee3 said:

hey @imanewguy - it's been a while since my last bunch of suggestions and as our players now approach lvl 100 (on the ultra grindy settings) of the skill tree I was wondering if the following would be possible:

  • A Prestige Skill Point (or separate "currency") that could be spent on a meta/overarching skill tree. e.g. Like roguelike games have progression within in the run, but they also have that long term progression on the side. 
  • Can multiple buffs be added per node? e.g. would be great on said tree to be able to have one node encompass a few harvesting skills, another to have a few combat based ones?
  • The Kruptaj/Adem Event plugins (e.g. Junkyard Event), is there any chance the XP reward could be split by participant (as the plugins themselves do) rather than it going to the winner only?
  • Skill tree loadouts - so that players can quickly respec into a saved spec, without having to go through the tree
  • Increasing respec costs, rather than flat and with perm based discounts, have the cost gradually increase per use. e.g. first respec free, next 10, next 100...etc Then the counter resets with say wipe or a command.


 

Hey mate,

Not too interested in a prestige system as the plugin allows for a large amount of options for grind, duration etc as is.

Multiple buffs per node wont be a thing. The only exception to this is permission based buffs being added to regular buff nodes etc (which is currently a thing).

If the authors of the events can provide that info I would be more than happy (and would much rather) a shared xp system. What I have implemented is what is possible though.

Not too interested in loadouts. Don't see much value for it myself but if a lot of people ask for it I can look more into it.

I do like the idea of a more expensive respec cost. I can look at adding a modifier and tracking the amount of respecs done per data wipe per player. Would this be in addition to the scrap value, or would it be a separate system by itself?

 

 

On 1/27/2023 at 9:26 AM, tacman1981 said:

i feel like this would be a totally possible addition, team sharing of xp when nearby. think it would be nice for players who team to have a share of xp even if it is equal amongst participants and not damage base.

this was recommended by a player.

This is doable but would be very expensive on server resources. I would have to have a separate group of sources for shared xp.

 

On 1/27/2023 at 9:42 AM, BadLands said:

hello, im having this problem and players cant open extra pocket.

 

Failed to call hook 'OpenExtraPocketsButton' on plugin 'SkillTree v1.2.7' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.SkillTree.GetRestoreItem (BasePlayer player, ItemContainer container, Oxide.Plugins.SkillTree+ItemInfo savedItem) [0x00046] in <9499d4aba3394fa0a2345671c40178a6>:0 at Oxide.Plugins.SkillTree.FetchItems (BasePlayer player, ItemContainer container) [0x0006b] in <9499d4aba3394fa0a2345671c40178a6>:0 at Oxide.Plugins.SkillTree.GenerateBag (BasePlayer player, System.Int32 slots) [0x000b0] in <9499d4aba3394fa0a2345671c40178a6>:0 at Oxide.Plugins.SkillTree.OpenBag (BasePlayer player) [0x00176] in <9499d4aba3394fa0a2345671c40178a6>:0 at Oxide.Plugins.SkillTree.OpenExtraPocketsButton (ConsoleSystem+Arg arg) [0x00014] in <9499d4aba3394fa0a2345671c40178a6>:0 at Oxide.Plugins.SkillTree.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x03fae] in <9499d4aba3394fa0a2345671c40178a6>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0

Please submit a support ticket.

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9 hours ago, imthenewguy said:

Hey mate,

Not too interested in a prestige system as the plugin allows for a large amount of options for grind, duration etc as is.

Multiple buffs per node wont be a thing. The only exception to this is permission based buffs being added to regular buff nodes etc (which is currently a thing).

If the authors of the events can provide that info I would be more than happy (and would much rather) a shared xp system. What I have implemented is what is possible though.

Not too interested in loadouts. Don't see much value for it myself but if a lot of people ask for it I can look more into it.

I do like the idea of a more expensive respec cost. I can look at adding a modifier and tracking the amount of respecs done per data wipe per player. Would this be in addition to the scrap value, or would it be a separate system by itself?

 

 

This is doable but would be very expensive on server resources. I would have to have a separate group of sources for shared xp.

 

Please submit a support ticket.

Hey just a heads up, making a more expensive respec cost is already possible. We start players by default with a respec cost modifier of 0.1 and every ten levels we up that value until it reaches the 'maximum' amount at 1.0. And thanks to your system, that all goes away on a wipe too! ❤️ 

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5 hours ago, Neighigh said:

Hey just a heads up, making a more expensive respec cost is already possible. We start players by default with a respec cost modifier of 0.1 and every ten levels we up that value until it reaches the 'maximum' amount at 1.0. And thanks to your system, that all goes away on a wipe too! ❤️ 

That's a cool idea.

 

I think what they were after was a way to set the cost based on the amount of respecs that the player has taken.

IE respec one would be at x scrap per sp.

respec 2 would be slightly higher

respec 3 higher again etc

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Hi!
The "Access Granted" skill doesent work on the keycard doors on the submarine in the Water Event......
Possible to get a fix for that?

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