Jump to content

Merxa

Member
  • Posts

    34
  • Joined

  • Last visited

File Comments posted by Merxa

    WTrading

       166    30
    3 hours ago, Tom.bat said:

    If you could make a support request for these issues and include the following details I'll be able to look into it:

    • Are you using Oxide or Carbon?
    • Are you using the Discord extension support for WTrading?
    • Have you tried running this plugin standalone (with no other plugins installed)?
    • Have you modified the config file in any way?

    Thanks.

    I don't see the point in duplicating messages to support. I looked there, people there have the same problems as me, from your solution, wait for the plugin update. Okay, let's wait.

    WTrading

       166    30
    16 minutes ago, Tom.bat said:

    Could you confirm which version of the Discord extension you are using?

    Discord extension v3.1.5

    WTrading

       166    30

    image.png.99c5384cdbdf5aeaf2e10401bd26441a.png

    And also, when I open a trade using /trade, select a player (all have permissions), a request comes to him, the inventory opens, just the inventory, without the GUI plugin, and at that moment I get a message that the trade is cancelled, and by me. It is no longer possible to close the GUI with the list of players by clicking on the cross.

    WTrading

       166    30
    24 minutes ago, Tom.bat said:

    As product description states, you need the Oxide Discord extension installed to use the Discord integration. If you prefer not to install this there's always the webhook feature built into the main plugin.

    The thing is, I use the Discord extension, I have other plugins that use this extension, like Rustcord.

    WTrading

       166    30

    Error while compiling WTradingDiscord: 'IPromise<List<DiscordChannel>>' does not contain a definition for 'GetAwaiter' and no accessible extension method 'GetAwaiter' accepting a first argument of type 'IPromise<List<DiscordChannel>>' could be found (are you missing a using directive or an assembly reference?) | Line: 65, Pos: 49

    Furnace Upgrades

       1,574    177

    Calling hook CanStackItem resulted in a conflict between the following plugins: StackModifier - True (Boolean), FurnaceUpgrades (False (Boolean))

    • Like 1

    My Homes

       472    29

    I use my own number of teleportations home in Nteleportation. In the default plugin there are 5 of them, when I increase the limit, the number goes into a negative value. Correct me please.

    My Homes

       472    29

    i made buttons TP to Outpost and bandit, but, need scroll for list home, if add more than 3 homes point, home list becomes empty832902501_.png.50c226b701f859ad584c9113440a6e15.png

    • Like 1

    My Homes

       472    29

    If i create home with command of NTeleportation, in GUI home list clear. Or, if i create more then 3 homes, gui home list is clear AND Need buttons tp to outpost and bandit!! PLZ!!!

    • Like 1

    My Homes

       472    29

    Players have more than 5 teleportations home available, but only 5 are displayed in the UI. When more than 5 teleportations home are used, the number in the interface is displayed in a negative value. And yes, a teleport to the outpost and the bandit camp by default would be great.

    • Like 1

    Train Homes

       1,211    127

    I understand that your plugin already has a concept, but it would be incredibly cool if all these teleportation of the wagon could be avoided. Well, for example, a player goes, sees a won on the railway on the railway, climbed on it and began to build it, with a dump of a TC and everything else, and so that this wagon could not be teleported, only go along the railway.

1.8m

Downloads

Total number of downloads.

8.4k

Customers

Total customers served.

127.4k

Files Sold

Total number of files sold.

2.6m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.