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Everything posted by The Friendly Chap
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I'm looking for something quite similar, only in addition to rotating the prefab, it needt to move X prefabs on the ends in a circle the same size as the rotating part as well, maintaining their orientation, while allowing players to step in and out of the prefab. Needs to activate on a button/timer combination. (It's a Ferris wheel.)
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Does sound like a good idea, if it's doable. I think it should be, but it may take some ninja coding to make it work well on high pop servers...
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Vey nice, nonetheless. Reminds me of Shadow Warrior.
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I wonder if the error is from the update, or if it's something that appeared post-oxide update?
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Premade JSON Without Graphical Overlap
The Friendly Chap replied to Nova's Support Request in Support
They're models for clothing that are not meant to be together, and thus by their very nature they'll always have some degree of glitch. I can understand you'd like to make it so that the choices are more aesthetically pleasing, but don't forget that some players like to dress all cool, while other WANT to look like the freak show rolled into town. I'd probably make a forum post and see who's interested. I don't have the time, really, to dig through all the possible combinations. I can tell you there are 182 803 912 081 669 possible clothing combinations (allowing for multiple of the same item.) Complicating this issue are some items that look bad, but look good when the skin is edited to alpha out parts. (Deer Skull with no horns under a faceless Riot Helmet?), but allowing players ways to bring in thier own skins results inevitably in people running around who look naked but they have full gear on. It's a big fuckin' mammoth task. Good Luck. -
Yah, just poked him on Discord as well, but he's usually good with updates. Bloke's probably just a tad busy IRL
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Failed to call hook 'CanWearItem' on plugin 'AlwaysWear v1.0.3' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.AlwaysWear.CanWearItem (PlayerInventory inventory, Item item, System.Int32 targetSlot) [0x002ad] in <83cbe18fbed840cfaf78d29b9eb168ee>:0 at Oxide.Plugins.AlwaysWear.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00052] in <83cbe18fbed840cfaf78d29b9eb168ee>: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 <12678b905a6d43c3a9cc366104306651>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <12678b905a6d43c3a9cc366104306651>:0
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refund request system when you use your account credit
The Friendly Chap replied to Electrik's topic in Feedback
"Buyer Beware!" <- The call of the snake oil salesman. -
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Yeah, I at first thought it was the map, hence my question. This error usually crops up on startup if the mapper has accidentally negative scaled something, in this case a code lock prefab. As bmgjet points out though, it could be that it's a lock prefab spawned by another plugin. Do you perhaps have a plugin adding a code lock to the minicopters as well? As for the MeshCollider error, I shall take the above code from bmgjet and get it into the system as soon as I stop fitting crap to peoples houses for the year. Workload kinda punishing as we push to get the year's work done. I've fitted about 500kg of aluminium shutters in the last two days and driven > 600km. So I may go comatose on the first day off.
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Yeah, I don't think I will buy it, sorry. It's a shame, since the map is quite cool, and I think my players would enjoy it but the inability to add your server's own flavour to the map because the level designer thinks his "art" is so desirable someone who pays for the map will steal it. If someone is in the business of stealing and reselling prefabs, they're not even gonna buy it. They'll join a server it's on, crack the password and unbundle the prefabs, rip them out and sell them on a sketchy website anyway. At least if you let buyers edit it, then you might make some profit off honest server owners before that. If you let people edit it, you also increase the chances that someone who steals the map will steal a "tainted" version and if you can identify whose you could maybe even track down the thief. In the end, it's your choice, but if you wonder why the other maps outsell yours by a large margin : This is it.
- 13 replies
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refund request system when you use your account credit
The Friendly Chap replied to Electrik's topic in Feedback
As someone who buys a lot more than he makes, my 2c is that if you buy a map, it should come with the ability to edit it. From my server's point of view, I use a custom Outpost, so players can live in it. I use a rail system that takes ages to set up, but afterwards it's reboot, crash etc proof. It need certain prefabs in certain places. The places the person who made the map are highly unlikely to conform to my own. So I need to edit those. I need to put Bob in somewhere. If the map has prefabs that are for sale, and the authour requires I buy those to edit the map, it should be noted. Every map I've purchased has come with the ability to modify it to my own server's needs. Obviously, once a map is modified, it is in a state where if you then want to move to a new version of the map the author released, you have to do the mods again. I can't send the author the prefabs to put in for me, as then I would be in violation of the ToS for the paid prefab. If you want to claim art, and totally ban edits you may as well put the map up for free. Then the guys buying it have no advantage over the mook who connected to a server running it and downloaded the map using their Rust client. Buying a map should include the right to edit it, and anyone who thinks otherwise will suffer loss of audience and customers as a result, and should remember that the average map purchase goes : "Oh, interesting/pretty" -> "Nice Monuments" -> "Players will like this" -> "Mental Wallet Check / Or Not" -> "Purchase" Expectation of them reading the fine print = intensely optimistic. If someone finds out after buying a product that due to point of view I find silly, they can't use a map, then they should be able to request a refund. -
And just so you know, I won't be trying to steal your prefabs. If I wanted one I'd ask you if I could purchase it. If you said no, I'd shelve the idea. I just need to make sure lines terminate in the right way so my workcart system runs smoothly, and I'll likely want to replace the Outpost. (By the way, it's listed twice under FP monuments in the map listing.)
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Some more random Ideas - NPC Tower Terror - An static NPC who will shoot players not in possession of a permission. <- Like a NPC AutoTurret. Could be used to guard a VIP only area. Ability to adjust NPC hitpoints, damage etc, of course. - Revenge of Yögi - Spawn a loaded Shotgun Trap on the Bear, that fires at anyone standing where the bear is facing. - What a Gas! - Modify a Double Barrel to fire high speed Horse Manure at people. Does minor damage to victims HP, major damage to his ego if he get killed by a shit-firing gun. - Icelandic Snowmobile : Make the upcoming Snowmobile fast as hell if "sprint" is helld, and in "fast" mode, it can drive ON the water.
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Yeah, I use Steen's /perms as it already simplifies things to a degree. I have 134 plugins running on my server though, so ways to simplify things are always welcome.
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That's fine, I'll still be able to throw together a easy to manage automated workcart system. Now, I know you don't approve of modifications, but I have a few requirements in my rail system. I don't mind having to redo all the modifications if the map is updated and of of course if anything goes wrong, I shan't come cry to you over it, but if I purchase the map, I do get the editing password in the bargain, yes?
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- #bag
- #sleepingbag
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(and 4 more)
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- 34 comments
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Need MOAR upvotes.
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It's scuppered a plan of mine anyway. I have a nice hires terrain map of the Hawaiian Islands that I no longer have to try build a rail network on. It's not quite clear from the map, where I assume the red lines are the rail network. Does the network for a loop, so that a train can start at one point and traverse the entire network in one direction?
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You could maybe build it as a prefab and spawn it in? Hmmm. I'll have to have a bit of a dig, but if it just spawns in the netting prefab when a SPECIFIC player places a floor frame while the plugin is loaded.
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Gonna give that favourite of yours a try. Easy player administration is always welcome.
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Looks pretty cool. Sweet video.