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Everything posted by ChardaZAR
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Failed to call hook 'OnItemAddedToContainer' on plugin 'LSkins v2.0.3' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.LSkins.OnItemAddedToContainer (ItemContainer container, Item item) [0x002d2] in <878a27f1b8794eed966ec0b53ccfc373>:0 at Oxide.Plugins.LSkins.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00536] in <878a27f1b8794eed966ec0b53ccfc373>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in :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
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- 235 comments
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- 248 comments
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- 235 comments
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Hey LagginDragon! One of my admins had a weird bug last night She tried to place an oil refinery on her foundation When it placed, it turned into a large furnace When the furnace was ent kill'ed it turned back into the refinery loot item that could be picked up I tried to replicate it so I could do a screen recording to submit to you, but I couldn't get it to happen again I checked the console at the time of the bug, and there was no errors on console I noticed she placed the refinery close to two other large furnaces, so maybe the close placement cause the plugin to do something funny? If it happens again, I'll try get you a screen recording Not sure if you know about this though
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Keep getting this error: [Sputnik] Data file not found Even after moving the images and json file to my data file Not sure if the "images" folder is clashing with the same "images" folder from the Convoy plugin?
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- 6 comments
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- #lootbox
- #monetization
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(and 1 more)
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- 6 comments
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- #lootbox
- #monetization
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(and 1 more)
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Permission Status is not showing when assigning a group to a permission I used the command "tperm grant group default skilltree.150%XPboost wipe " In my PermissionsConfig.json the settings are enabled Config posted below "skilltree.150%XPboost": { "Name. The name must be identical to the key above.": "skilltree.150%XPboost", "IsEnaled": true, "TextKey": "MsgPerm_skilltree.150%XPboost", "BarSettings": { "BarType - You can choose only between TimeProgressCounter and TimeCounter": "TimeCounter", "Order": 20, "Height": 26, "Main_Color(Hex or RGBA)": "#FFFFFF", "Main_Transparency": 0.15, "Main_Material": "", "Image_Url": "https://i.imgur.com/BtK7YHa.png", "Image_Local(Leave empty to use Image_Url)": "PermissionsStatus_Default", "Image_Sprite(Leave empty to use Image_Local or Image_Url)": "", "Image_IsRawImage": false, "Image_Color(Hex or RGBA)": "#FFF53D", "Image_Transparency": 1, "Is it worth enabling an outline for the image?": false, "Image_Outline_Color(Hex or RGBA)": "0.1 0.3 0.8 0.9", "Image_Outline_Transparency": 1, "Image_Outline_Distance": "0.75 0.75", "Text_Size": 12, "Text_Color(Hex or RGBA)": "1 1 1 1", "Text_Font(https://umod.org/guides/rust/basic-concepts-of-gui#fonts)": "RobotoCondensed-Bold.ttf", "Text_Offset_Horizontal": 0, "Is it worth enabling an outline for the text?": false, "Text_Outline_Color(Hex or RGBA)": "#000000", "Text_Outline_Transparency": 1, "Text_Outline_Distance": "0.75 0.75", "SubText_Size": 12, "SubText_Color(Hex or RGBA)": "1 1 1 1", "SubText_Font": "RobotoCondensed-Bold.ttf", "Is it worth enabling an outline for the sub text?": false, "SubText_Outline_Color(Hex or RGBA)": "0.5 0.6 0.7 0.5", "SubText_Outline_Transparency": 1, "SubText_Outline_Distance": "0.75 0.75", "Progress_Reverse": true, "Progress_Color(Hex or RGBA)": "#FFD700", "Progress_Transparency": 0.7, "Progress_OffsetMin": "0 0", "Progress_OffsetMax": "0 0" Why is the Permission Status bar not showing up?
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As mentioned above Have a few players requesting this The vanilla backpack pops off the players once they land They need to turn around, pick it back up again, and then continue Can't seem to find anything like this??? Any suggestions?
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hey @IIIaKa I wanted to find out if you're planning on implementing the above?
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I figured I'll look at generating a proc gen map, then pulling it into RustEdit to add in the prefabs and exporting that new file for wipe
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As title says I am looking for a plugin that will allow me to spawn custom prefabs on a proc gen map So for instance, I'd like to spawn a deathmatch arena prefab -- Like the Nuke Town prefab on a proc gen map I looked at some of the entity spawner plugins on Umod, and they don't support custom prefabs I'm guessing that's a limitation with Oxide?
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Encountered another issue Not sure if I should open a new ticket or not Just thought I'd message here I got Discord Chat running on a private channel so I can monitor chat when I'm online and I also use Live Admin Chat that players can use when I'm not paying attention to Discord They worked really well together, especially if I just wanted to chime in on in-game chat through Discord Chat Now it looks like the two plugins are conflicting
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- 64 comments
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- #adem
- #madmappers
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(and 6 more)
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