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Everything posted by The Friendly Chap
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- 16 comments
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- 1
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- #skills
- #skill tree
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(and 3 more)
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- 60 comments
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- 1
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- #storage
- #containers
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(and 4 more)
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- 657 comments
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- #shop
- #shop ui
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(and 25 more)
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- #shop
- #shop ui
- #store
- #market
- #server rewards
- #gui shop
- #custom items
- #rust shop
- #mevent
- #market system
- #marketplace
- #buy
- #sell
- #in game
- #economics
- #humannpc
- #market and magazine
- #gui
- #money exchange
- #rust shop plugin
- #shop system
- #best shop
- #best rust shop
- #shop items
- #shop mevent
- #shop in menu
- #shop gui
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- 7 comments
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- 1
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- #cave
- #sharingan
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(and 9 more)
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- 19 comments
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- 1
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- #custom map
- #custom monument
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Perhaps add a command that will upload a file to specific space on a FTP server, with an option to do so after each edit? I'd like to display the pixel art on my website and this seems the easiest way. I can go in and export it and then download, rename and upload, but it seems a schlep. Could park the FTP credentials in the config, just dunno if t's possible for the server to actually do this. Suggestion : Have a admin command that generates a sign linked to the latest auto export. Each time the canvas is edited, it updates those signs links. Dunno how SignArtist stores the image data, but I have seen plugins that link images, and seen them go wrong and paint the same image instanlty on all signs. So updating images on signs is possible, if possibly a tad tricky.
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Failed to call hook 'OnEntitySpawned' on plugin 'PumpkinHead v1.1.3'
The Friendly Chap posted A Support Request in Support
Failed to call hook 'OnEntitySpawned' on plugin 'PumpkinHead v1.1.3' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.PumpkinHead.OnEntitySpawned (NPCPlayerCorpse corpse) [0x00047] in <9157ee33142e44f6a45ac118f30aa6c8>:0 at Oxide.Plugins.PumpkinHead.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00246] in <9157ee33142e44f6a45ac118f30aa6c8>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <cc99cb05b42e4ea494cdf294badea406>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <99d545163fdd4d57a562df7989f2ca0a>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <99d545163fdd4d57a562df7989f2ca0a>:0 -
- 28 comments
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Changed Status from Pending to Not a Bug
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It hasn't really got one? The terrain is custom, and the procedural methods used to create it don't take any seed as input.
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- 4 comments
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- #islands
- #custom map
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(and 8 more)
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Is it possible to limit the skins available to an individual player to the skins that player has in their Steam inventory, perhaps based on a permission? The plugin could still load all the skins it needs on startup, but just limit a given player to skins they own (which can be rechecked when the player log in) Obviously this would be an optional function, but would allow a server to limit the players to skin they actually own and therefore not devalue the server's skin collector residents.
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Changed Status from Work in Progress to Closed
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Nevermind, I got it done befiore my lift arrived.
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Changed Status from Pending to Work in Progress Changed Fixed In to Next Version