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molokatan

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Everything posted by molokatan

  1. molokatan

    Craft Menu

    sorry, could have been more precise. if you search for the methods CreateBaseCui(BasePlayer player, int tier = 1) its the second line. I changed it for my server to CUIClass.CreatePanel(ref _baseCraftCui, "baseCraft_main", "Overlay", "0 0 0 0.2", $"{db[2]}.{db[1]} 0.{db[23]}", $"{db[10]}.{db[1]} 0.{db[10]}", false, 0.1f, 0f, "assets/content/ui/uibackgroundblur.mat", $"-588 250", $"-210 610"); " 0 0 0 0.2" is the background color of this panel. Together with the change of the asset to "assets/content/ui/uibackgroundblur.mat" its a bit easier to read the content. I also adjusted the size a bit. Instead of 620, i am using now 610 for anchorMax Y value. So its not overlapping with the Name of the player.
  2. molokatan

    Craft Menu

    simply add it to repairbench and check if player has workbench level private void OnLootEntity(BasePlayer player, RepairBench bench) { if (!permission.UserHasPermission(player.UserIDString, "craftmenu.use")) return; if (!config.ct.craftQue) player.gameObject.GetOrAddComponent<CraftingQue>(); if (!playerBps.ContainsKey(player.userID)) { playerBps.Add(player.userID, new PlayerBps()); SavePlayerData(); } if (player.HasPlayerFlag(BasePlayer.PlayerFlags.Workbench1)) { CreateBaseCui(player, 1); ShowBps(player, 1, "all"); } if (player.HasPlayerFlag(BasePlayer.PlayerFlags.Workbench2)) { CreateBaseCui(player, 2); ShowBps(player, 2, "all"); } if (player.HasPlayerFlag(BasePlayer.PlayerFlags.Workbench3)) { CreateBaseCui(player, 3); ShowBps(player, 3, "all"); } } private void OnLootEntityEnd(BasePlayer player, RepairBench bench) { DestroyCui(player); } and move the panel above the player model anchormin: "-588 250" anchormax: "-210 620"
  3. molokatan

    Support for RaidableBases

    With the current version there are a few issues with RaidableBases plugin. 1. it is not possible to set a TC in raidbases with higher building grades 2. TCs in raidbases are effected by capacity -> TC loot is dropping on the floor. you can use following method to check if the current TC i inside a raidbase zone if (Convert.ToBoolean(RaidableBases?.CallHook("EventTerritory", cupboard.transform.position))) // do what ever should happen if its inside the raidbase zone i have added it for my current server already on all relevant places (create tc, upgrade building grades, ...), but would be awesome to have it supported by the plugin. So i dont have to change it everytime an update is popping in.
  4. ` "Enable Random Direct Falling Meteors On Mining Regular Ones": true,` set this to false.
  5. is it possible to have separate permissions for loading, reloading and unloading plugins. I really like that feature, but got mods on my server that should not unload or load plugin. However reloading could be somehow usefull if a plugin had issues. example: sometimes we got issues with GridPower to load generators on server startup. We need to reload that plugin sometimes to make it work correctly. This is something i want my mods being able to do.
  6. 1. mate added M249 for 1 scrap 2. i bought it 3. he cant claim and error is thrown (15:59:42) | Failed to call hook 'MarketClaimInventoryPageCommand' on plugin 'MarketplacePlus v1.1.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.MarketplacePlus+MarketController.UpdateItem (Item item, Oxide.Plugins.MarketplacePlus+MarketItem marketItem) [0x0009a] in <e7f74c794ef44d13ab376a1da324ba72>:0 at Oxide.Plugins.MarketplacePlus+MarketController.ClaimPage (BasePlayer player, System.Boolean confirmed) [0x004d2] in <e7f74c794ef44d13ab376a1da324ba72>:0 at Oxide.Plugins.MarketplacePlus.MarketClaimInventoryPageCommand (Oxide.Core.Libraries.Covalence.IPlayer iPlayer, System.String command, System.String[] args) [0x0004a] in <e7f74c794ef44d13ab376a1da324ba72>:0 at Oxide.Plugins.MarketplacePlus.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00550] in <e7f74c794ef44d13ab376a1da324ba72>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <cd9a02fd331347bd82d550bb1a9c8e9f>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <b76ec77c47d1449e92b2baab8603843d>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <b76ec77c47d1449e92b2baab8603843d>:0 (15:59:53) | [Marketplace Plus] Error: Slot data is null on item claim, please inform developer
  7. molokatan

    Npc Random Raids

    @Razor is it possible to make params from L2887 configurable? nextFireTime = Time.time + UnityEngine.Random.Range(5f, 10f); If i understand it correct, its the time between 2 Attacks of an npc with rockets or C4. Would be nice to have this configured by profiles.
  8. I have modified it for our server, so its working as i described for us. But i thought that this could be part of the plugin directly, so i dont have to fix it over and over again on updates. + others might use it too. 🙂
  9. Hi, i was searching for a replacement of the SkillTree Ultimate for mining and decided to use this plugin. What i did: 1. added a new permission: onkillshower 2. added hook OnEntityDeath for sulfur, metal and stone nodes to trigger a direct shower - permission validated - chance roll applied 3. on success, i added a new cooldown. My goal is that there are direct showers at the player position when someone is farming ressources. Might be an option to add smth like that to the plugin directly?
  10. Looked it on our test server and looks quite promising. Polished UI and exactly what i am missing on my server. If i have suggestions for improvements, should i create also tickets in support request?
  11. molokatan

    support for custom names

    If you need any help or more infos, let me know.
  12. molokatan

    support for custom names

    Hi. Items are not show, listed and saved with thier original display name. Thats the reason why custom items from plugins like EpicLoot etc cant be sold by players. The skin is also lost as soon as someone is buying the item. An example EpicLoot Item can be found in the uploaded image. greeting molo
  13. molokatan

    Npc Random Raids

    TY for the latest updates. Make my life so much easier. 👍
  14. molokatan

    Save selected color in data

    Is it possible to add the value of "LastBlockColourChangeId" in Data for players too? Imagine you just got disconnected for some reason, like timeout or whatever. Having the color reset everytime when you rejoin the server, feels not that good.
  15. Hi. when we started using this plugin on ours server, we included f.e. death notes, raidbases and other event messages to be shown as notifiaction. It helped us a lot to keep chat cleaner but had one huge downside. 1. you receive a notification -> a timer starts 2. you receive another notification -> timer gets refreshed for first notification and it will stay again for full length As soon as you f.e. start killing a lot of npcs the timer for the notifications shown is refreshed over and over again. As a result, noritifations will not get removed as long as you receive another new notification within the cooldown. thats the reason why i changed the code for our server: public void AddNotify(NotifyData data) { if (!_config.Types.ContainsKey(data.Type)) return; // the start time is set for individual notifications -> they will be removed after cooldown no matter what happens data.StartTime = Time.time; _notifies.Add(data); // the start time only needs to be set for the created notification. /**if (_notifies.Count == 1) _notifies[0].StartTime = Time.time;**/ MainUi(); if (!string.IsNullOrEmpty(_config.Types[data.Type].Effect)) SendEffect(_config.Types[data.Type].Effect); } private void RemoveNotify(int index = 0) { _notifies.RemoveAt(index); if (_notifies.Count == 0) { Kill(); return; } // we dont want to reset the timeout for notifications. They should only stay for the cooldown time and then get removed // _notifies[0].StartTime = Time.time; MainUi(); } With those changes, the notifications fade away as soon as they pass their own cooldown time. Would like to know what you think about this change. It keeps our notification stream clean for players and they get enough time to read each of the notifications. Our cooldown is still 10s.
    I wanted a simple plugin to show a status for our VIP group that has a kind of hardcore mode active (random raids etc.). All I had to do was that. Func<BasePlayer, bool> isVip = (basePlayer) => { if (basePlayer == null) { return false; } return basePlayer.IPlayer.BelongsToGroup("vip"); }; CustomStatusFramework?.Call("CreateStatus", "customstatus.vip", "0.7 0.4 0 1", "Hardcore", "1 1 1 1", "", "1 1 1 1", "hardcore", "1 1 1 1", isVip ); This is called `OnServerInitialized` and when unloading the plugin I call this: CustomStatusFramework?.Call("DeleteStatus","customstatus.vip"); I can recommend integrating this into other plugins. It keeps things simple and clean!
  16. molokatan

    Npc Random Raids

    Hi. We found an issue when players place a TC on raidable bases. The TC is a potential target for a random raid. i added this atm to the method `CanBeRaided` to fix it. if (Convert.ToBoolean(RaidableBases?.CallHook("EventTerritory", privLoc))) return false; would be nice to see this and my other change for the permission in the next update. -edit- same should be done for `CanBeRaidedFlair`...
    When I bought that plugin, I was not sure if it is worth to spend $14.99. I guess most of you will have those concerns when you look at the free plugin available and compare them. What convinced me, is the better user experience. I do not like if players need to know a lot of different commands or read a documentation to understand what is going on. Plugins should make it as easy as possible and integrate into the existing UI (if possible). The UI is quite easy to understand for players, and we had no trouble to integrate it into our current server. You can apply skins for an already placed wall/floor etc. with a hammer tool. You can also apply skins with a single click for the whole building at TC. Everything works exactly how you would expect it. All a player needs to know, is exactly 1 command. You can "hide" that command behind a button and no one will ever ask you how this works. Overall, you do nothing wrong if you buy this plugin.
    Our PVE server is meant to be beginner-friendly. That is why we wanted to have heli loot available for players that are quite new to the game. We run it with AutomatedEvents for about 20% of the time when a heli spawns. You can have NPC guards configured that make it not too easy. The event is running on our server for several months and players still love it.
  17. molokatan

    Armored Train

    Hi, i just added your plugin to our server. While setting it up, i had a bit trouble to get it running. For what ever reason it could not find any tracks. (seed: 262599322, size: 5000) So i decided to use custom spawn points. This has one huge disadvantage. The plugin will somehow not know if the spawn point is underground or not. Is there any chance that we can mark spawn points at being in the subway? Otherwise i cant use Helis OR underground spawn points, because it will spawn and fly somewhere under terrain in those situations. This means also under ocean surface in the water.
  18. molokatan

    Npc Random Raids

    i added for our server: private const string adminPerm = "randomraids.admin"; // this line to define permission name private const string usePerm = "randomraids.use"; private void Init() { _ = this; permission.RegisterPermission(adminPerm, this); // this line to enable permission on plugin init permission.RegisterPermission(usePerm, this); private void OnRaidableBaseCompleted(...) { // this 2 lines to block spawn on RB completion for users without permission if (!permission.UserHasPermission(owner.UserIDString, usePerm)) return; private void CallRaidOnNpcKills(BasePlayer p, string Rtype) { if (p != null) { // this 2 lines to block spawn on NPC kills if player has no permission if (!permission.UserHasPermission(p.UserIDString, usePerm)) return; would be nice if the plugin itself supports that. Note: This is a quickfix that works for me. It will not block raids for other players that got this permission. Any TC where players with permissions are authorized is still a potential target.
  19. Hi. nice plugin and easy to set up. Just got one small request for it. I am using a 32:9 screen and i know that a lot of players (on my server) are running that game with 21:9. When using such screens the whole UI gets stretched. When changing the UI scale, some buttons and icons get scrambled and overlap other parts. (f.e. when choosing items for the containers, or the code lock input screen) And the most important thing on that. When you change the scale of the UI, you expect that it is actually changing. But thats only the case for some parts of it. As your UI is not using full screen pages and is also not exploding on a 1080p screen.... Is it possible to rely less on AnchorMin/AnchorMax (relative positioning) for it and instead use OffsetMin/OffsetMax for the Containers on the screen? That would be awesome and gives a better UX for all. FYI: I already applied those changes for the UI that my players will see on the latest version. (Quick and dirty) took me about 1h. guess the admin screens will take around the same time to fix and some additional overhead for code cleaning. greetings
  20. molokatan

    Welcome Panel

    I think that removing the editor is the biggest pain point here. You actually removed one of your major features and selling points. Yesterday i fiddled around about 3-4 hours to set up my info screen and THIS was pretty handy to get a first impression without reloading the plugin all 30 seconds. While performance might be a case when the UI is settled and just kept running for a while, it doest matter that much when you create it from scratch. So would be awesome to get it back somehow. I also fear the next step into the new version, because i dont know what it might brick. But i guess i find out next weekend... hope i dont waste another 4 hours on that.
  21. can confirm that both Bradleys are spawning and driving around. 👍 Maybe nice to know: The Bradley on Launch Site cant be forced to spawn using Automated Events plugin. It cant find the Bradley spawn point for that. 🤷‍♂️ But vanilla works fine and i guess thats enough bradley-action for a server. we will now give it a shot on our test server and get it ready for next wipe. TY
  22. sorry that i did not add that to my post before ... a bit stupid to send someone looking for that when i actually know the positions -.- 1) go to center of AA9 and look east to AB9 -> a small gap 2) go to AA12/AA13 also look east -> a wider gap both spots are on the edge of the map and not critical. rest of the map should be fine.
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