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The Door Knocker 1.4.3

   (1 review)
Message added by Cannabis,

If you are updating from <1.4.0 to 1.4.0+ make sure you delete your lang, config and data files beforehand.

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TomHud

Posted

so far seems to be working fine - one thing i noticed is it takes 8 rockets instead of the 7 as i think it does not account for the one in the launcher

Regardless it works as intended.

Mabel

Posted

Works great love it, any chance you can allow other rocket types to be used with it ? Thanks

Cannabis

Posted

5 hours ago, TomHud said:

so far seems to be working fine - one thing i noticed is it takes 8 rockets instead of the 7 as i think it does not account for the one in the launcher

Regardless it works as intended.

Hmm, did not see this behavior during testing. Will take another look at it!

 

2 hours ago, Mabel said:

Works great love it, any chance you can allow other rocket types to be used with it ? Thanks

Currently on the todo list, rest assured all 3 rocket types will be supported.

  • Like 1
Gay Sparkly T-Rex

Posted

Can we get a chat command to allow players to toggle this on and off? Soimetimes I want to shoot 1 rocket and not 10 when I have perms to shoot 10.... maybe something like

/dn 0 - off
/dn 4 - allows 4 if you have permissions to launch that many?

 

  • Like 1
Cannabis

Posted

8 hours ago, Gay Sparkly T-Rex said:

Can we get a chat command to allow players to toggle this on and off? Soimetimes I want to shoot 1 rocket and not 10 when I have perms to shoot 10.... maybe something like

/dn 0 - off
/dn 4 - allows 4 if you have permissions to launch that many?

 

Oh that's a good idea! I'll toss it up on the list. Might be a little slow, I work 12 hours a day and have just a few hours at home to do whatever in my leisure time.

  • Like 1
Cannabis

Posted

On 1/28/2023 at 2:54 AM, TomHud said:

so far seems to be working fine - one thing i noticed is it takes 8 rockets instead of the 7 as i think it does not account for the one in the launcher

Regardless it works as intended.

Just finishing up the update to toggle on/off the plugin as well as dynamically change the amount of rockets you can shoot out and I am still not seeing this behaviour in testing.

 

Just to clarify, the plugin will only take rockets out of the inventory based on the amount set (well now the players can set it themselves), it does not take into account the rocket in the launcher as that is separate from the inventory amount. So think of it as "extra amount + 1 (1 being the rocket inside)" so setting extra to 7 will shoot a total of 8, but only take 7 from the inventory if the player has that amount of rockets present, otherwise it will take however many rockets they have left and fire them. With the 1 rocket inside the launcher not being accounted for as that is being fired regardless of rockets in the inventory since it is loaded in the launcher itself.

  • Like 1
bradh79

Posted

Failed to initialize plugin 'TheDoorKnocker v1.1.0' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Game.Rust.Libraries.Command.AddChatCommand (System.String command, Oxide.Core.Plugins.Plugin plugin, System.Action`3[T1,T2,T3] callback) [0x00000] in <d2bd6dd29dbe4eff82cf13bce5fa6306>:0
  at Oxide.Game.Rust.Libraries.Command.AddChatCommand (System.String name, Oxide.Core.Plugins.Plugin plugin, System.String callback) [0x00014] in <d2bd6dd29dbe4eff82cf13bce5fa6306>:0
  at Oxide.Plugins.TheDoorKnocker.Init () [0x00061] in <1c41a4b32579450b80850170c98ce233>:0                                                                                                                                                                                                             3kb/s in, 14kb/s out
  at Oxide.Plugins.TheDoorKnocker.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00038] in <1c41a4b32579450b80850170c98ce233>: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.CSPlugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x00043] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0

Cannabis

Posted

11 hours ago, bradh79 said:

Failed to initialize plugin 'TheDoorKnocker v1.1.0' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Game.Rust.Libraries.Command.AddChatCommand (System.String command, Oxide.Core.Plugins.Plugin plugin, System.Action`3[T1,T2,T3] callback) [0x00000] in <d2bd6dd29dbe4eff82cf13bce5fa6306>:0
  at Oxide.Game.Rust.Libraries.Command.AddChatCommand (System.String name, Oxide.Core.Plugins.Plugin plugin, System.String callback) [0x00014] in <d2bd6dd29dbe4eff82cf13bce5fa6306>:0
  at Oxide.Plugins.TheDoorKnocker.Init () [0x00061] in <1c41a4b32579450b80850170c98ce233>:0                                                                                                                                                                                                             3kb/s in, 14kb/s out
  at Oxide.Plugins.TheDoorKnocker.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00038] in <1c41a4b32579450b80850170c98ce233>: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.CSPlugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x00043] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0

Did you update to the new version without deleting your config?

bradh79

Posted

probably

Cannabis

Posted

39 minutes ago, bradh79 said:

probably

Please do read the patch notes, I added a configuration option for you to change the command the plugin uses so it doesn't have to be /tdk

If you update the plugin without clearing the config or manually adding the configuration option it'll toss an error since the variable isn't there.

 

All ya need to do is either clear the config and let the plugin generate a new one or manually add in the new configuration option, which is noted in the description.

  • Like 1
bradh79

Posted

yeah working now thanks

Cannabis

Posted

Just now, bradh79 said:

yeah working now thanks

Of course mate, enjoy!

Mabel

Posted

Any updates on the use of other rocket types yet?

 

TwoShoes

Posted

Would love to see a UI for:
on and off
Rocket switch between different rockets
1-7 rocket count
Rocket left countdown (config true/false) 
UI able to me moved (config)

I know it seems like a lot of work, but I'm just seeing big potential here.

Cannabis

Posted

4 hours ago, TwoShoes said:

Would love to see a UI for:
on and off
Rocket switch between different rockets
1-7 rocket count
Rocket left countdown (config true/false) 
UI able to me moved (config)

I know it seems like a lot of work, but I'm just seeing big potential here.

Due to the customizable nature of the maximum amount of rockets (which I will be overhauling soonTM) I won't be adding the rocket count UI.

Can you elaborate what you mean by "Rocket switch between different rockets"?

As for other UI elements, I can add them and have them configurable. However I just do not want to take away valuable screen space used by other, far more important plugins. Namely: Info, Backpacks, KDR, etc.

I do believe there is an ammo counter plugin currently available that can add the functionality of the rocket left countdown, and to prevent any conflicts with said plugin I do not have plans of integrating that feature into this plugin at that time and would suggest looking into that plugin instead.

My knowledge of UI, with Rust, is limited at the moment. Especially when it comes to aesthetically pleasing UI that doesn't look right out of the early 90's.
So please, if/when I do add UI know that it will be very basic and solely functional.
Other than that, thank you very much for the suggestions!

  • Like 1
Gamebundle

Posted

Hey there, love the plugin but i would like to suggest a few extra config option:
Being able to have it toggled by default ( want to add it in the my ig shop without the need for player input, buy it use it)
     -So the possibility to 'force' it on a player like he buys the pack and it's toggled by default on the X amount he wanted
     -So a console command like /tdk {STEAMID} {AMOUNT} ON/OFF (by default) would be really good to have
Blacklisting rocket type, shooting fire rockets x5 or 10 etc is a nuisance and can severely make the server lag haha

Really nice concept too ❤️

Cannabis

Posted

On 9/24/2023 at 6:39 PM, Gamebundle said:

Hey there, love the plugin but i would like to suggest a few extra config option:
Being able to have it toggled by default ( want to add it in the my ig shop without the need for player input, buy it use it)
     -So the possibility to 'force' it on a player like he buys the pack and it's toggled by default on the X amount he wanted
     -So a console command like /tdk {STEAMID} {AMOUNT} ON/OFF (by default) would be really good to have
Blacklisting rocket type, shooting fire rockets x5 or 10 etc is a nuisance and can severely make the server lag haha

Really nice concept too ❤️

Hey there, happy to report that version 1.4.0 is currently in the works. Will see if I can squeeze your feature requests in by release.

Glad you like it!

  • Love 1
Cannabis

Posted

Current progress update:

  • Restructured the data to be more compact and easier to follow if you decide to look inside of it. Also expanded it to support even more customization options for a player to fine tune as they please.
  • Restructured how the permissions work, and now no longer create a permission for every individual rocket you're allowing to go up to. You are now able to create your own permissions each with their own rocket limit.
  • Adding functionality to optionally remove old player data from the data file to keep storage size down and easier to navigate if this plugin is used on big servers with lots of people being added to the data file.

Still working on:

  • The ability to automatically have a players data be initialized with default settings defined in the config file.
  • The ability for players to pick and choose which rockets types they would like to have enabled.
  • An early form of (optional) CUI to move away from chat based commands, which will be further refined as I learn more about CUI creation.
  • A blacklisting for any defined rocket type.

Something I may look into in the future is support for the homing rocket, however I do feel it is currently really powerful on it's own and does not need TDK to modify it to make it even more powerful, so please do not ask for this feature. Maybe further down the line I will add support.

 

If I'm forgetting something or you would like to suggest more please feel free to reply to this comment, or shoot me a pm. I cannot promise new requested features will be in the next update as I do not want to succumb to feature creep.

  • Love 1
Gamebundle

Posted

15 hours ago, Cannabis said:

Current progress update:

  • Restructured the data to be more compact and easier to follow if you decide to look inside of it. Also expanded it to support even more customization options for a player to fine tune as they please.
  • Restructured how the permissions work, and now no longer create a permission for every individual rocket you're allowing to go up to. You are now able to create your own permissions each with their own rocket limit.
  • Adding functionality to optionally remove old player data from the data file to keep storage size down and easier to navigate if this plugin is used on big servers with lots of people being added to the data file.

Still working on:

  • The ability to automatically have a players data be initialized with default settings defined in the config file.
  • The ability for players to pick and choose which rockets types they would like to have enabled.
  • An early form of (optional) CUI to move away from chat based commands, which will be further refined as I learn more about CUI creation.
  • A blacklisting for any defined rocket type.

Something I may look into in the future is support for the homing rocket, however I do feel it is currently really powerful on it's own and does not need TDK to modify it to make it even more powerful, so please do not ask for this feature. Maybe further down the line I will add support.

 

If I'm forgetting something or you would like to suggest more please feel free to reply to this comment, or shoot me a pm. I cannot promise new requested features will be in the next update as I do not want to succumb to feature creep.

Love the update! ❤️
I noticied something though, when the permission runs out it seems that i'm still able to fire the same amount of rockets at a time, if i give myself a permission to fire 10 and remove it i still can fore 10, the command tells me i can't shoot more than 1 though
When also using the .use permission but without any of the other one like the .vip / .basic etc..
 

Gamebundle

Posted

2 minutes ago, Gamebundle said:

Love the update! ❤️
I noticied something though, when the permission runs out it seems that i'm still able to fire the same amount of rockets at a time, if i give myself a permission to fire 10 and remove it i still can fore 10, the command tells me i can't shoot more than 1 though
When also using the .use permission but without any of the other one like the .vip / .basic etc..
 

A better illustration with images :
image.png.f9151f5b5324506dfb6a63c56549da9c.pngimage.png.02de5ab485edb98bd5936e2da3f022c1.png

Cannabis

Posted

5 hours ago, Gamebundle said:

A better illustration with images :
image.png.f9151f5b5324506dfb6a63c56549da9c.pngimage.png.02de5ab485edb98bd5936e2da3f022c1.png

Forgot to add that in, thanks for pointing that out. Patch will be here shortly.

  • Love 1
Mabel

Posted

seem with the new update players now have to leave and rejoin before they can use it or you get the following error

 

Quote

Failed to call hook 'OnRocketLaunched' on plugin 'TheDoorKnocker v1.4.1' (KeyNotFoundException: The given key '76561199056236447'
was not present in the dictionary.)
  at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <47fc8c70fa834cbf8141d7c1a7589125>:0
  at Oxide.Plugins.TheDoorKnocker.OnRocketLaunched (BasePlayer player, BaseEntity entity) [0x00019] in <6f6637a77fa44dcba1f0d3c80a
1ecd84>:0
  at Oxide.Plugins.TheDoorKnocker.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00379] in <6f66
37a77fa44dcba1f0d3c80a1ecd84>:0
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <cd9a02fd33
1347bd82d550bb1a9c8e9f>:0
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <b76ec77c47d1449e92b2baab86038
43d>:0
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <b76ec77c47d1449e92b2baab8603843d>

 

Cannabis

Posted

12 hours ago, Mabel said:

seem with the new update players now have to leave and rejoin before they can use it or you get the following error

 

 

Hmm, I tested automatic data initialization on first join and permission being granted in game. I'll check again this weekend.

Mabel

Posted

ok thanks 

1 hour ago, Cannabis said:

Hmm, I tested automatic data initialization on first join and permission being granted in game. I'll check again this weekend.

ok, thank you 

it doesn't seem to add them in the data until they re-join
once the permission is granted they have use of the commands but it doesn't change there amount fired and you get that error in console until they re-join and are added to the data, then they can fire there set amount without error

Cannabis

Posted

On 10/13/2023 at 4:53 AM, Mabel said:

ok thanks 

ok, thank you 

it doesn't seem to add them in the data until they re-join
once the permission is granted they have use of the commands but it doesn't change there amount fired and you get that error in console until they re-join and are added to the data, then they can fire there set amount without error

Yup, tracked it down. Was forgetting a check, good catch!

Will have it patched momentarily, had an idea for a feature and wanted to squeeze that in for the next update.

  • Like 1

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