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File Comments posted by Takeshi
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5 hours ago, imthenewguy said:
In the config mate.
"Manage item stacking for STI items? (set to false if conflicting with a stacks plugin)"
"Manage item stack splitting for STI items? (set to false if conflicting with a stacks plugin)"
I also updated the consumption issue last patch. Are you using 1.0.3?
The current version in use is 1.0.3.
All configuration settings have been set to false.
The stacking issue has been resolved.
Now the problem is with usage — if you have 3 books, using it once will directly consume 2 books.
Thank you for your help. -
4 hours ago, Bxrflip said:
Thanks!
I'm not sure what you mean, could you elaborate a bit further?Can this plugin be implemented or adapted for the official Attack Helicopter?
The radar dashboard on the right and the aiming system in the center area and the weapon switching system on the left . -
The flight interface is excellent!
Would you consider adding support for armed helicopters? -
@imthenewguy
I’m using Loot Table & Stacksize GUI.
When I split stacked experience books, several of them often disappear.
Also, when I try to use more than one book at once, I only gain experience as if I used one book.Is there any way to fix or handle this issue?
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@Marte6
Is there any setting that automatically adds Dungeon Lord NPCs so players can receive quests and items?
I didn't configure anything, but a lot of Dungeon Lords have appeared unexpectedly.
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The server completely froze after the error occurred.
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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
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Hi imthenewguy, I would like to ask you if you can add a Minimum level to unlock switch for each nodes ?
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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!
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Cannot run, please fix it.
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 -
Bug report: When a player interacts with the mobile workbench, the status keeps flickering and it becomes unusable. Any idea what might be causing this?
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It would be great to have an extra confirmation step when recycling equipment,
as many players often click it by mistake. -
"Dungeon Settings": {
"Enable Auto Spawn": true,
"Map Marker Radius": 0.2,
"Max Active Dungeons Auto Spawn (It is not recommended to exceed 10)": 5,
"Max Active Dungeons Buy (It is not recommended to exceed 10": 8,
"Max Time (in seconds) to Keep Dungeon Alive": 3600,
"Dungeon Buy Cooldown (in seconds)": 600,
"Dungeon Removal": {
"Remove only if all NPCs are dead": true,
"Remove only if all boxes are destroyed": true,
"Remove only if all turrets are destroyed": true,
"Removal timer after they are destroyed (in seconds)": 300
},
"Show Dungeon Spawn Announcement": true
Here is my current configuration.
Right now, after players complete the dungeon, it doesn't end automatically,
and when the timer reaches zero, nothing happens either. -
Just wondering
has the turret type been changed? Before the update, our server used Cooking’s Pancake to make turrets ignore players, but that no longer works now.
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Adem Producer, I found that the car you designed comes with the format
"Turrets": [], and the format of Turret exists for some cars as follows : "Turrets": [ { "Preset name": "turret_minigun_hard", "Position": "(0, 1.78, 0.818)" } ], "Rotation": "(0, 0, 0)" } ],
How do you get the Position, is there a tutorial or example for us plugin users to define? And how do you set the Position on different models, please answer me.-
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Hope that Dungeon Events will no longer generate at the same locations as Raidable Bases.
Additionally, I would like the event vending machine notifications to remain fixed and not be merged with player vending machines.
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Hope to add the ability to customize the item name for additional loot when harvesting animal corpses.
Currently, there is only a ShortName and no DisplayName, so custom items do not appear.
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If the stored clothing slot contains a bulletproof plate, it will cause an error, preventing the player from opening BankCell again.
This is a critical issue, please fix it.
[Error] Failed to run a 0.25 timer in 'BankCell v1.0.4' (NullReferenceException: Object reference not set to an instance of an object)
at Item.MoveToContainer (ItemContainer newcontainer, System.Int32 iTargetPos, System.Boolean allowStack, System.Boolean ignoreStackLimit, BasePlayer sourcePlayer, System.Boolean allowSwap) [0x000ba] in <e86ab4ffe0b94d3ba7333e9531326031>:0
at Oxide.Plugins.BankCell.BuildItem (System.String ShortName, System.String displayName, System.Int32 Amount, System.UInt64 SkinID, System.Single Condition, System.Int32 blueprintTarget, Oxide.Plugins.BankCell+Weapon weapon, System.Collections.Generic.List`1[T] Content, System.Int32 genes, System.String text) [0x00082] in <a272b6a7f8754303bccf4b172254d875>:0
at Oxide.Plugins.BankCell.OpenBank (BasePlayer player, System.Int32 slots) [0x000d5] in <a272b6a7f8754303bccf4b172254d875>:0
at Oxide.Plugins.BankCell+<>c__DisplayClass12_0.<cmdChat>b__0 () [0x00000] in <a272b6a7f8754303bccf4b172254d875>:0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <d646191a355d43a6b3ab36b7ee14c740>:0-
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NPC and BOSS drop settings cannot properly drop the designated items.
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Hope to add a purchase notification.
After a player makes a purchase, the generated notification should include the buyer's name. -
15:28 [Error] Failed to call hook 'OnEntitySpawned' on plugin 'HUDPanel v1.2.5' (NullReferenceException: Object reference not set to an instance of an object)
at Oxide.Plugins.HUDPanel.OnEventServer (BaseEntity entity, System.Boolean kill) [0x00073] in <49199819884342c0a33ec59d3a816ce1>:0
at Oxide.Plugins.HUDPanel.OnEntitySpawned (CargoPlane Entity) [0x00000] in <49199819884342c0a33ec59d3a816ce1>:0
at Oxide.Plugins.HUDPanel.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00942] in <49199819884342c0a33ec59d3a816ce1>:0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <9c80d821d00a44c9a24497c73ad2d20d>:0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <d646191a355d43a6b3ab36b7ee14c740>:0
at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <d646191a355d43a6b3ab36b7ee14c740>:0
How should this be resolved?! -
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This plug-in, the percentage increase in the value of the magazine is not imthenewguy Skill Tree - drum mag skill options overlap each other, but the normal official extended mag can do this, please KpucTaJl producers to update this plug-in, so that it produces a practical effect.
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Can you add a feature where completing the guide grants an economic system, such as RP?
Our server players really like this plugin, so we hope to add more rewards for them.-
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If the server has set hackablelockedcrate.requiredhackseconds 60, then the crate unlocking event will immediately have only 60 seconds remaining.
Is there a way to change this? -
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10 hours ago, Monster said:
That's something you have to do on your own.
Add the skins you want to the configuration.The configuration is complete, and SKIN can be seen in the menu, but posting wallpapers still does not display SKIN.
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Can you support STEAM Workshop wallpapers and skins?
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Enchantment bonuses are not being applied to the equipment.Even at maximum level, there is damage overflow displaying values like 192.
Previously, I have dealt higher damage while wearing partial armor.
However, when wearing a full set of armor, the damage decreases to around 160.
Once, I accidentally rushed into someone else's raid area while wearing a full set of armor and was teleported out.
It is uncertain whether there is a connection between these incidents.
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I have the permissions set, but I am unable to activate betting while sitting in the chair. I have received reports from multiple players regarding this issue.
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Users in my server are unable to use the gambling wheel. They say they don't have the permission to use it.
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Thank you for updating, it's working now.
Additionally, I would like to inquire if it is possible to customize the maximum betting limit for poker tables?
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This plugin is not working, please update it.
Dungeon Events
in Plugins
Posted · Edited by Takeshi
@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