-
Posts
126 -
Joined
-
Last visited
Content Type
Profiles
Downloads
Forums
Store
Support
DOWNLOADS EXTRA
Services
Everything posted by Takeshi
-
I'm currently experiencing an issue where, right after generation, it turns out like shown in the image.
-
I would like to suggest adding a feature to limit the number of auto-generated dungeons per difficulty level, to help prevent multiple dungeons of the same difficulty from appearing at the same time. Additionally, could you consider adding a feature where, after a player purchases a dungeon, they are only allowed to attempt the dungeon they purchased, and are restricted from attempting any other dungeons?
-
Yes, I'd like to make it possible to disable the stashbox for the current helicopter, so that if the stashbox malfunctions or damages too much imba, you can choose to disable this feature at first. I also found out that in True PVE made by nivex, the carrier can't do damage to npc's, can this feature be added to give damage to Heavy Scientist or other Scientist? Also when I use left click attack on the carrier, using the * key on the keypad causes an automatic attack, can you fix this? If so, can you tell me how to add or change the Homing Missile's Damage Parameter & Explosive Damage Parameter and Locked Maximum Range on the carrier?
-
Discovered that incendiary rockets can't be used in Attack Helicopter (the original default can) Also can you please add ammo.rocket.basic to Attack Helicopter to go in assets/content/vehicles/attackhelicopter/ahmissilepod. prefab? “ApplyToMinicopter”: true, currently changing it to false will result in game server bouncing. Can this be fixed? "RadarSelectButton": If I want to change it to left alt, how do I set it? And if I want the Minicopter to close the Small Stash box, how do I set it?
-
@Marte6 We are currently encountering two issues. One is as follows: error code We are using the RestoreUponDeath plugin. The other is that the generation process often traps NPCs inside sealed rooms — this has already happened three times this month. Could you please assist with fixing these problems? Failed to call hook 'OnPlayerDeath' on plugin 'DungeonEvents v3.4.1' (NullReferenceException: ) at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component) at Oxide.Plugins.DungeonEvents.OnPlayerDeath (BasePlayer player, HitInfo info) [0x0008c] in <274763e0c4084d83aa0ceea8a793cf08>: at Oxide.Plugins.DungeonEvents.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00487] in <274763e0c4084d83aa0ceea8a793cf08>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <8cb2d664f1574f2b96d53f1c1869d96a>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <8cb2d664f1574f2b96d53f1c1869d96a>:0
-
For example, when a player draws or obtains a certain rare item with a low drop chance, the system could automatically announce in chat that the player has obtained that item.
-
- 20 comments
-
- #copter
- #helicopter
- (and 10 more)
-
- 20 comments
-
- #copter
- #helicopter
- (and 10 more)
-
An error occurred Failed to call hook 'OnPlayerDeath' on plugin 'DungeonEvents v3.4.0' (NullReferenceException: ) at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component) at Oxide.Plugins.DungeonEvents.OnPlayerDeath (BasePlayer player, HitInfo info) [0x00061] in <e18d356feaa9426390191d1abedaeff2> at Oxide.Plugins.DungeonEvents.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00487] in <e18d356feaa9426390191d1abedaeff2>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <8cb2d664f1574f2b96d53f1c1869d96a>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <8cb2d664f1574f2b96d53f1c1869d96a>:0
-
- 1,337 comments
-
- #leveling
- #progression
- (and 19 more)
-
Hello, and thank you very much for your great work on this plugin! We truly enjoy the gameplay experience it brings, especially the skill and buff system. If it is not too much to ask, we would love to respectfully suggest the following two ideas, in case you find them useful for future updates: Ammo Efficiency Suggested Effect: Adds a chance to not consume ammo when firing. This passive could help save ammunition during combat. For example, each level could increase the chance by 1~3%. Ideally, it could apply to all ranged weapons (e.g., rifles, pistols). Double Explosion (Rocket Bonus Effect) Suggested Effect: Adds a small chance for rocket projectiles to cause a second explosion. This could deal minor additional splash damage. Each level could increase the chance by 1~3%, as an example. We completely understand if these ideas don't align with your design priorities, and we truly appreciate your time and consideration. Thank you again for your continued development!
- 152 comments
-
- #items
- #enhancement
-
(and 6 more)
Tagged with:
-
So ive found out the cause for the entity limit going off for now reason even tho you placed nothing. If you cant place something for example a furnace and you just click left click because you dont care it will count that as a placed entity even tho nothing has been placed
-
- 80 comments
-
- 1
-
-
- #limit
- #advanceentitylimit
- (and 21 more)
-
The event area is sometimes overwritten by Raidable Bases when they spawn, which causes players to be unable to properly engage or complete the event. Is there a way to prevent RB bases from spawning in this location or to whitelist/blacklist certain areas?
-
-
I have already re-downloaded the plugin and confirmed it is the latest version. It cannot run properly after a restart under both Oxide and Carbon environments. Only version 3.2.6 can run normally after a restart. The Carbon environment only has fewer than 10 plugins installed.
-
Yes, it is version 3.3.0
-
"After restarting the server, the plugin encounters errors and requires a manual reload to function correctly. Without reloading, natural dungeons won't spawn, and player-purchased dungeons won't be automatically removed after completion."
-
06:01 [Error] Failed to run a 10.00 timer in 'DungeonEvents v3.3.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.DungeonEvents.ProcessDungeonQueue () [0x00123] in <051872ef2ec54b66bb6527791b292cf1>:0 at Oxide.Plugins.DungeonEvents.HandleDungeonTimers () [0x00100] in <051872ef2ec54b66bb6527791b292cf1>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <8cb2d664f1574f2b96d53f1c1869d96a>:0
-
Error while compiling CopterWeapons: There is no argument given that corresponds to the required parameter 'destroyPercent' of 'DroppedItemContainer.TakeFrom(ItemContainer[], float)' | Line: 176, Pos: 39
-
- 20 comments
-
- #copter
- #helicopter
- (and 10 more)