Jump to content

NEXT

Member
  • Posts

    749
  • Joined

  • Last visited

Everything posted by NEXT

  1. NEXT

    error

    The outbreak occurs suddenly Not replaced at 3600 KingNMerc.json
  2. NEXT

    no command

    no problem thank you
  3. NEXT

    error

    no problem thank you
  4. NEXT

    no command

    Look at the Biplane.json file. "biplane_default" is entered, but can you specify an item with "biplane_default"? Isn't it "biplane_itemdefault"?
  5. NEXT

    error

    NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.Biplane+BiplaneComponent.FixedUpdate () [0x00000] in <49dba6ad595940c689cfd4b105b83998>:0
  6. NEXT

    what is this?

    Thank you. I will contact the realPVE developer.
  7. NEXT

    spawn point

    "Buyable Events": { "Spawn Bases X Distance Apart": 200.0, "Spawns Database File (Optional)": { "Easy": "none", "Medium": "none", "Hard": "none", "Expert": "none", "Nightmare": "nightmare_spawns" } } "Maintained Events": { "Max Maintained Events": 2, "Spawns Database File (Optional)": { "Easy": "none", "Medium": "none", "Hard": "none", "Expert": "none", "Nightmare": "nightmare_spawns" } Is it okay to use this method? spawns_data.json Nightmare_Bases_Ship_N2.json
  8. NEXT

    conboy

    Modify RealPVE to Ignore Convoy Events Modify RealPVE's OnEntityTakeDamage method to exclude convoy-related entities. Find the method in RealPVE.cs: object OnEntityTakeDamage(BaseCombatEntity entity, HitInfo info) Before blocking damage, add a condition to check if the entity is part of a convoy: if (ConvoyPathVehicle.GetVehicleByNetId(entity.net.ID.Value) != null) return null; // Allow damage for Convoy entities This ensures that RealPVE does not block damage for convoy-related objects, resolving the conflict. Please avoid conflict with Convoy MOD.
  9. NEXT

    Better Deployables

    Place prefab (2 small boxes will be placed) Remove small box Take prefab Place prefab again (2 small boxes will be placed) Remove small box Take prefab Place prefab again (2 small boxes will be placed) Loop Plz you will get many small boxes
  10. NEXT

    what is this?

    Even if there are conflicts, it seems like the event can be executed without any problems. In what part does the problem occur? I would like to request support for real PVE, which is a paid MOD.
  11. NEXT

    what is this?

    Calling hook OnEntityTakeDamage resulted in a conflict between the following plugins: RealPVE - False (Boolean), Convoy (True (Boolean)) Calling hook OnEntityTakeDamage resulted in a conflict between the following plugins: RealPVE - False (Boolean), Convoy (True (Boolean))
  12. NEXT

    error

    Failed to run a 3600.00 timer in 'KingNMerc v1.1.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.KingNMerc.SetupKing (BasePlayer player) [0x0000d] in <9aea282741584fdbbd197d3396da1b69>:0 at Oxide.Plugins.KingNMerc.SelectNewKing () [0x00026] in <9aea282741584fdbbd197d3396da1b69>:0 at Oxide.Plugins.KingNMerc.b__15_0 () [0x00000] in <9aea282741584fdbbd197d3396da1b69>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in :0 You've successfully pasted the structure
  13. NEXT

    water base

    Will there be a conflict? Something feels strange.
  14. NEXT

    error

    oh yes thank you
  15. NEXT

    error

    I still get this error Failed to call hook 'Unload' on plugin 'DungeonBases v1.0.6' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.DungeonBases.Unload () [0x00010] in :0 at Oxide.Plugins.DungeonBases.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01366] in :0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <9c80d821d00a44c9a24497c73ad2d20d>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in :0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0
  16. NEXT

    Biplane

    "biplane_default" " "biplane_itemdefault"
  17. NEXT

    language

    I would like to have other languages available, not just English. If you could enter sample code in the cs files, I will change them. Please consolidate the language fields for easier editing. I'd like the language fields to be consolidated for easier editing. Can I put everything in a protected override void LoadDefaultMessages()?
  18. NEXT

    reward

    Automatic receipt of rewards is required
  19. NEXT

    next update

    Regex PhotoNoInject2 = new Regex(@"^[\p{L}\p{N}\p{P}\p{Zs}]+$"); Regex PhotoNoInject = new Regex(@"^[\p{L}\p{N}\p{P}\p{Zs}]+$"); comment en → japanese ok
  20. NEXT

    no command

    no action /biplanemonument
  21. NEXT

    no command

    Biplane.json "biplane_default" ↓ "biplane_itemdefault" many problem
  22. NEXT

    FridgeFood.cs

    thank you I support your great work
  23. NEXT

    FridgeFood.cs

    Since the materials are food, I would like them to make it in a prefabricated refrigerator rather than in a large box from the start. https://umad.org/plugins/fridge-food I would like to request that it be compatible with this MOD.
  24. NEXT

    FridgeFood.cs

    If you change the prefab name, Will Ibag's functionality be lost? Example) Automatic drop storage function Function to refer to the stock of ingredients in ibag when cooking
1.8m

Downloads

Total number of downloads.

8.2k

Customers

Total customers served.

123.7k

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.