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Everything posted by fiftysnens
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First: very nice plugin, helps greatly with any sort of custom expansion! I have a question that I seem to not be able to figure out on my own: Once an item config plugin has been loaded I seem to be unable to update it with for example an updated description, name or similar. Are there any ways to purge the custom defined items other than unloading the plugin ? The server seems to remember the custom definitions across restarts and wipes
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Hi, since the update 3 days ago, iam encountering a bug where after the first reseach per workbench, the second one does not produce a bp to take out anymore. i dont get any error in console regading this but a player cant press teh experient button for the workbench until plugin reload from here on out. Any ideas ? Iam running the primitive mode.
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Hi, iam still not getting the hang of it. I understand if you dont have the time, but i assume u are the best person to ask. Iam getting this error message: Failed to call hook 'OnEntityTakeDamage' on plugin 'Biplane v1.0.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.Biplane.OnEntityTakeDamage (BaseEntity entity, HitInfo info, UnityEngine.Rigidbody rigidbody, ModularCar modularCar) [0x00014] in <4c56633b7e3a49d69e6a187890c517f7>:0 at Oxide.Plugins.Biplane.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00192] in <4c56633b7e3a49d69e6a187890c517f7>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <60c318df79ed41688ea59335e48d61ad>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <50629aa0e75d4126b345d8d9d64da28d>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <50629aa0e75d4126b345d8d9d64da28d>:0 the code refferanced would be: object OnEntityTakeDamage(BaseEntity entity, HitInfo info, Rigidbody rigidbody, ModularCar modularCar) { rigidbody = modularCar.rigidBody; float speed = rigidbody.velocity.magnitude; if (entity == null || info == null) return null; if ((entity.ShortPrefabName.Contains("kayak")&&(speed <=14)) || (entity.ShortPrefabName.Contains("boogieboard")&&(speed <=14)) || (entity.ShortPrefabName.Contains("engine")&&(speed <=14))) { BiplaneComponent biplaneComponent = biplanes.FirstOrDefault(x => x.subEntities.Contains(entity)); if (biplaneComponent == null) return null; biplaneComponent.modularCar.Hurt(info); NextTick(() => { var damagetaken = info.damageTypes.Total(); if (damagetaken >= 15) { Effect.server.Run("assets/content/vehicles/minicopter/debris_effect.prefab", entity.transform.position); var fireball = GameManager.server.CreateEntity("assets/bundled/prefabs/fireball.prefab", entity.transform.position); if (fireball == null) return; fireball.Spawn(); biplaneComponent.modularCar.Kill(); } }); return true; } else if ((entity.ShortPrefabName.Contains("kayak")&&(speed >=15)) || (entity.ShortPrefabName.Contains("boogieboard")&&(speed >=15)) || (entity.ShortPrefabName.Contains("engine")&&(> { return null; } return null; }
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I do not own the usage right, but i will message you in discord. thanks up front
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Hi, iam currently editing the Biplane plugin to my needs and i encountered a point where i dont know how to proceed. I tryed to add damage detection for when the plane collides with terrain by using Hitinfo but iam not mistaken by my privous attempts, damage dealt by anything that is not a player / projectile is not handled via Hitinfo ? If thats the case is theer any other way of detecting the collision ? I thought about checking the prefabs velocity for a sudden drop of more then ~15, but can not figure out a way to compare it to 1 or 2 frames before as the only thing i know that comes close to this would be NextTick but i doubt it can be used here. Thanks for any advise or Ideas you might have ! If you would like to see what i did so far, i have asked the same question on umod with a code example (dont worry i did not publish your work) https://umod.org/community/rust/41441-detect-plane-collison?page=1#post-2
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AAAnd its solved. Thanks
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No. I guess thats the problem ?^^
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Hi, very nice Idea, i bought it to test it and play around with, but after installing and troubleshooting for 3 hours, i still cant get it quite to work ... for the whole time, wether the icons were saved localy, with imgur or on a otherwise unused webserver, the pictures dont show up when looking at the prefabs ingame
