-
Posts
131 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Services
Downloads Plus Support
DOWNLOADS EXTRA
Everything posted by molokatan
-
Just bought this plugin and thinking about a way to integrated it into my PVE server setup without bricking stuff for my players. The idea behind that plugin is really nice and can add some utility and usefull powers for them. However, it would be cool if there is an option for nades that can disable functionality against players. F.e. Radiation Nade, DropNGo Nade, Sleeper Nade, Gravity Nade should only work with bots. For Bots the DropNGo Nade is quite to powerfull. Imagine using it on oilrig heavy npcs and all drop their M249 and miniguns. They will not pick them up anymore and players can just grab them. What would be cool, if you remove the weapons for a defined time (default: 5 seconds) from bots and then add them agian to their inventory. This would give them a chance to get back into the fight.
-
Is it possible that you can add something to prevent other players from mining meteors from a direct shower? I use this on our server as ultimate skill from skill tree. A player that skilled into it has a 6% chance that meteors will drop. Sometimes i can see other players "stealing" the metors. Its not wanted that someone else can loot them. Any chance?
-
Can you add a configurable delay, before events spawn? If you are unlucky, the events can now spawn right in your face, what is not so nice for players. Best would be smth like that: 1. send a notification that an event will spawn at monument in X seconds 2. spawn the event after X seconds X is configurable and default can be 120. Players then have a chance to leave the event area.
-
I really like how flexible this plugin is. Creating events for monuments is quite easy. You can even have different profiles for a monument to make it feel different each time. To make it the perfect plugin, It might need some additional features. 1. possibility to setup loot NPCs from NPC Spawn always use heavy scientist prefab. Therefore the loot can be quite too powerful. It would be awesome if we could change the prefab that is used when spawning in loot. Also adding additional items to the locked crates to improve rewards would be nice. 2. view spawn points for a monument profile Creating spawn points for NPCs is quite easy, but it could help to see all spawn points to figure out where you already placed one and where you might want to add others. Better NPCs has that kind of view where you see a circle box and the number of the spawn point. Something similar would be awesome. 3. option to add additional loot containers (barrels, military creates, normal crates, food boxes, etc) If we could set additional spawn points for additional crates could help to make loot more versatile. On an event profile with low level NPCs we could f.e. set up some additional barrels and maybe 2-3 military crates. On profiles with more heavy npcs we could add then additional elite crates, diesel barrels etc. So far i am very happy with what you can do. Adding the proposed changes would make this plugin a must have. 100% worth the money so far.
- 62 comments
-
- 2
-
-
-
if you ask me. those hacky "solutions" are just producing more issues than needed. @David you should have gone with my proposal. Its easy, keeps the UX just on another prefab and is solid. There is no room for bugs etc. The name of this is CraftMenu. Its not stating that you HAVE to have it on the workbench.
-
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.
-
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"
-
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.
-
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.
-
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
-
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?
-
If you need any help or more infos, let me know.
-
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
-
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.
-
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!
-
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.
- 143 comments
-
- 2
-
-