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LizardMods

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Everything posted by LizardMods

  1. To be fair I could be wrong about this. . . I tried to look up the solution and also look at what other plugins do. But I'm gonna give it a try anyways. you might be able to do a null check for Economics OnServerInitialized and PrintWarning if its missing at that time. I could ask WhiteThunder the next time I talk to him for a more informative answer. I checked with WhiteThunder and he said the official recommendation from the uMod team is to check plugin dependencies in OnServerInitialized instead of in Init or Loaded.
  2. Small bug, the Atm System plugin is checking too early to see the Economics plugin on server start. [ATM System] Wulfs Economics Not Detected, It is required for this plugin [ATM System] ZoneManager Not Detected, /setatmzone command won't work. Loaded plugin ATM System v1.8.3 by David Loaded plugin 80+ that has been cut out to save space XD Loaded plugin Economics v3.9.1 by Wulf vibe check I report things on plugins I love. it does eventually catch it so maybe it's a non-issue but it looks gross. Calling 'OnServerInitialized' on 'ATMSystem v1.8.3' took 175ms
  3. The plugin in its basic setup is easy to do. BUT there is no documentation on how to set this up with rust edit or monument addons. would you be willing to provide some documentation on how to set up the ATM with rust edit or monument addons? edit so after placing a vending machine with monument addons running this command /setvendingskins will set that vending machine to be an atm. it will stay after the server restarts and map swops. this is exactly what I needed.
  4. shit, I didn't even look. that power outed I had even null the config. sorry bro
  5. so the update broke all kinds of things including this plugin. and it's a bit spammy lol Failed to call hook 'OnPlayerInput' on plugin 'FacePunch v2.4.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.FacePunch.OnPlayerInput (BasePlayer initiatorPlayer, InputState input) [0x0017b] in <e2febc4256f84467b790186b469dd68c>:0 at Oxide.Plugins.FacePunch.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0012b] in <e2febc4256f84467b790186b469dd68c>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <e23ba2c0f246426296d81c842cbda3af>:0 5kb/s in, 35kb/s out at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <46ff2b534abb4b35952608167523b7ec>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <46ff2b534abb4b35952608167523b7ec>:0 Failed to call hook 'OnPlayerInput' on plugin 'FacePunch v2.4.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.FacePunch.OnPlayerInput (BasePlayer initiatorPlayer, InputState input) [0x0017b] in <e2febc4256f84467b790186b469dd68c>:0 at Oxide.Plugins.FacePunch.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0012b] in <e2febc4256f84467b790186b469dd68c>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <e23ba2c0f246426296d81c842cbda3af>:0 5kb/s in, 37kb/s out at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <46ff2b534abb4b35952608167523b7ec>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <46ff2b534abb4b35952608167523b7ec>:0
  6. LizardMods

    Raidable Bases

    so selling a random raid no. but you can sell specific types with /buyraid . I have a talking npc with conversation button set to execute /buyraid . you could just have player do /buyraid . maybe custom buttons with the command. hope that helps.
    This plugin is dope. you can add anything to be looted. the workflow to set things up is easy to do. plus being able to set skins and display names on the loot is icing on the cake.
  7. LizardMods

    Raidable Bases

    this is google translate for above message. Good afternoon. There is a problem with raid bases. The player buys a base or activates on himself, then leaves the server, waiting for the cooldown time. After the registration time expires, the dome on the base disappears, and the base remains with the first player who registered for himself. The player enters the server and starts picking up doors and turrets from this base with a mallet Please help me deal with this issue. There are no logs - because there are no errors. Thanks
    I had a player buy this and gift it to me on Codefling. The default configuration is a little OP in some areas but fortunately, it's all configurable. My final thoughts are players enjoy this and it gives them something else to work towards on your server while rewarding them with interesting skills that are in some cases borderline hack lol. I would recommend this to anyone who wants some kind of skill tree XP system. With that said make sure you thoroughly go through the configuration file, otherwise, Camomo might ban your players lol
  8. LizardMods

    Team Fix

    It works as intended. Khan enlisted my services with 6 others to try and break the plugin. we worked out multiple scenarios to break it, but it works great.
    WhiteThunder told me about this. and well this is the greatest thing ever. add more sharks today with monument addons and put laser beams on them. too much fun lol.
  9. LizardMods

    Raidable Bases

    I know that plain crash will spawn NPC down there, but then they get tp to where they're supposed to be. Any plug-in that spawns in NPC'S could potentially cause this. Unloading or vice versa loading plugins could give you Clues to the plug-in causing this problem.
  10. the difference is NpcHorses have real AI. they well chase you down and this one they are dorpie.
  11. this is from a monument finder on a custom monument.
  12. do I have to paste the ATM every server wipe?
  13. also, I am using a custom plugin that already does this, and here is a snippet of the config on how to add them. "Custom Monument Markers": [ { "Root Name": "Elucidate", "Display Name": "<color=silver> Elucidate </color>", "Icon URL": "http://assets.rustimperium.com/icons/map/satellite-dish.png" }, { "Root Name": "Clone Lab", "Display Name": "<color=#00ff00ff> Clone Lab </color>", "Icon URL": "https://i.imgur.com/HLVymSY.png" } ] },
  14. there are plugins like monument finder and monument addons that support custom monuments. I am not a dev but I hope this helps. If you did support custom monuments I would very much be interested in this plugin. assets/bundled/prefabs/modding/volumes_and_triggers/monument_marker.prefab public NormalMonumentAdapter(MonumentInfo monumentInfo) : base(monumentInfo) { MonumentInfo = monumentInfo; if (monumentInfo.name.Contains("monument_marker.prefab")) { assets/bundled/prefabs/modding/volumes_and_triggers/monument_marker.prefab ShortName = PrefabName; BoundingBox = new OBB(Position, Rotation, GetBounds(monumentInfo, ShortName)); } else { BoundingBox = new OBB(Position, Rotation, GetBounds(monumentInfo, ShortName)); } }
  15. humm Sus
  16. LizardMods

    Raidable Bases

    19616 line of code, Godspeed man. if I find something with navmesh I will let you know.
  17. help. just got over covid and i am back working on my server and found this in console. hooks are not happy lol. facepunch Studios may have changed a lot of things. Failed to call hook 'OnPlayerInput' on plugin 'FacePunch v2.3.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.FacePunch.TryGetPlayerView (BasePlayer player, UnityEngine.Quaternion& viewAngle) [0x0001f] in <e1df702b41984c189b59fe0862e76a29>:0 at Oxide.Plugins.FacePunch.OnPlayerInput (BasePlayer initiatorPlayer, InputState input) [0x001d2] in <e1df702b41984c189b59fe0862e76a29>:0 at Oxide.Plugins.FacePunch.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0012b] in <e1df702b41984c189b59fe0862e76a29>:0 1kb/s in, 2kb/s out at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <31122a27a2414cd799150f8677cf39d4>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <0fbce81d88d64454b3e7abb24df7026b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <0fbce81d88d64454b3e7abb24df7026b>:0
    It just works! this this is a great way to implement the door closers without having a heavy plugin.
  18. now there's already a plugin that handles a water catchers fill rate, "Water Catcher Boost". but there is no plug-in that I know of that handles the water flow rate from the water catcher to a sprinkler. if you set the water catchers fill rate to the max 2147483646 it would still struggle to continuously Supply more than four sprinklers. anyways I don't have very many suggestions but there's mine. I want to say that this would be easy to make but to be honest I get excited when I successfully edit a plug-in. I leave this in the hands of the coding gods lol
  19. just seen the update lol thats f****** grate lol will give it a try.
    FYI to the newcomer, configurations made to murderers also affects zombies. this plug-in is dope. the developers also friendly.
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