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Everything posted by PhatBlinkie
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This plugin is the absolute best!. Players love being able to just build, and then be able to upgrade, downgrade, change skins, add wallpapers at any time!. The developer is always fast on updates, and actually replies to support problem (a problem in this realm sometimes). The plugin loads fast, support VIP flavor permissions, (which can allow you to sell that perk for role play by adding to a group for example), and now... now they even added custom made wall paper!. like I said, absolute best!
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- 426 comments
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- 426 comments
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- 426 comments
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nice, it was set to false, changing to true. your the best!
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Please add an option or internal sanity check to prevent safe zone crashes, the npc terrorize the players unfairly
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thank you i confirmed this fixed it!
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so i tried it, and the passenger had loot, but not the loot from the kit. please make this easier. disabled for now
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would this setting fix that? "Use NPC prefab for passengers": false,
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not sure this should be closed yet, my cargo passenger uses a kit named jets3. it has some clothes and some special items that are not in the loot tables. recently, he spawns with the clothes, but no inventory contents. I think its probably a bug. he is obviously getting the kit, cause he is wearing the outfit, but the inventory of him (other the clothes) is 0 items
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Paraglider - Failed to compile: 'PlayerInventory' does not contain a definition for 'AllItems' and no accessible extension method 'AllItems' accepting a first argument of type 'PlayerInventory' could be found (are you missing a using directive or an assembly reference?) | Line: 569, Pos: 69
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not usable beyond 1 foundation placement
PhatBlinkie replied to PhatBlinkie's Support Report in Support
right, the messaging i think is the big issue, after using one water foundation and then building normal floors of it, its fine, but the explodes, and hints at crafting or using them is not showing anything. The config setting is "PlayerMessagesAsToasts": true, pretty sure the messaging is the only issue to be honest, I was confused at first -
Using 2.0.20 version pasting stability still seems broken, aka, build with stability off, then save, then tell it to load that building and the upper parts will crumble. even if your (zone) area has the stability set to 100%. Also the files created do not appear to fully copy paste compatible,. here is the error when its transferred out of the data/creative/guid/folder to another server and paste of the file name is attempted (20:31:59) | Failed to call hook 'CmdPaste' on plugin 'CopyPaste v4.2.0' (InvalidCastException: Specified cast is not valid.) at Oxide.Plugins.CopyPaste.PreLoadData (System.Collections.Generic.List`1[T] entities, UnityEngine.Vector3 startPos, System.Single rotationCorrection, System.Boolean deployables, System.Boolean inventories, System.Boolean auth, System.Boolean vending) [0x00064] in <54ff627ee6f7425d91c1bdaad25cabea>:0 at Oxide.Plugins.CopyPaste.TryPaste (UnityEngine.Vector3 startPos, System.String filename, Oxide.Core.Libraries.Covalence.IPlayer player, System.Single rotationCorrection, System.String[] args, System.Boolean autoHeight, System.Action callback, System.Action`1[T] callbackSpawned) [0x0070d] in <54ff627ee6f7425d91c1bdaad25cabea>:0 at Oxide.Plugins.CopyPaste.TryPasteFromSteamId (System.UInt64 userId, System.String filename, System.String[] args, System.Action callback, System.Action`1[T] callbackSpawned) [0x0009d] in <54ff627ee6f7425d91c1bdaad25cabea>:0 at Oxide.Plugins.CopyPaste.CmdPaste (Oxide.Core.Libraries.Covalence.IPlayer player, System.String command, System.String[] args) [0x00083] in <54ff627ee6f7425d91c1bdaad25cabea>:0 at Oxide.Plugins.CopyPaste.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0098e] in <54ff627ee6f7425d91c1bdaad25cabea>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <795304323ac74a298b8ed190a1dfa739>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 the file was just 4 foundations, and some walls. nothing fancy, not even a roof
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not usable beyond 1 foundation placement
PhatBlinkie replied to PhatBlinkie's Support Report in Support
ok, so maybe i am a little dumb,. it does work using floors, but the plugins chat to the players definitely is not working, -
version 1.0.17 It doesnt appear to chat the players when they click the button to craft the item anymore. also when it is crafted and then they try to use it, it only puts down a single foundation, anything else trying to connect explodes when it is placed, and its not snapping into place at all. unusable atm except for 1 square or 1 triangle
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a few toggles in the ui still dont toggle. but here is a big one potentially. if you made a base on a map with any elevation, and save it, or share it, then go to another spot on the map and tell it to load it, it might spawn above or below the ground. one more is if you turn off stability and make a base, save, then load it, it will crumble. those features may need to be tagged somehow so players crazy bases are even loadable. even if i have it disabled in the bubble, when i load it, crumbles
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the weather seems not editable, maybe i need a plugin? After foundations and wall are put down, they are able to be changed in the menu for base grade without problems also it created the tables fine in mariadb, but when i go to community it just does this. a
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also if you hit e, while in the blueprint, and select a different grade, then put the foundation down, it does keep it, but the menu items for bgrade dont seem to do anything
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so part of this problem is the in game backpacks, if one is being worn, and you drag a parachute onto it, the parachute does not actually take the backpacks place. however the plugin has been triggered that it was put into place and then allows the player to /drop or /launch while not actually having a parachute on them. This is made worse, if they respawn in a jet. some logic needs to be changed for when they are allowed to spawn in a jet, or when they are toggled as actually wearing a chute I think this is what is the cause