-
Posts
379 -
Joined
-
Last visited
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Services
Downloads Plus Support
DOWNLOADS EXTRA
Everything posted by mrdecoder
-
hi , i think i fixed it
-
yes and im very sorry for this , i had alot o f irl stuff happening, could you please try the new update and see if it worked
-
Changed Status from Pending to Fixed Changed Fixed In to 1.0.9
-
@pookins can you try the now version and see if its fixed ,
-
you cant yet , but i om going to make more maps like this also for sell
-
nice map, i dont say this much but alot of things on this map is actualy pretty well made as a map builder myself i sometimes check maps out to see if there are still people with some skill out there and to be honest most builders are noobs but this one actualy looks realy good so good job altho christmass is almost over i do have some tips for you to be even better i noticed alot of stuff is double mostly your christmass stuff in the map also some mountains are nice but others seem to have no detail add detail stuff everywhere, not just on some spots ps: im updating your mountain a bit look at picture
-
as i did not get any message yet from staff here is a small fix that you can add yourself in line 413 till 443 replace the compleet if (SkinID != 0) with below if (SkinID != 0) { // Create lists for player items and items to collect var playerItems = Pool.GetList<Item>(); var itemsToCollect = Pool.GetList<Item>(); try { // Collect all items from the player's inventory playerItems.AddRange(player.inventory.containerMain.itemList); playerItems.AddRange(player.inventory.containerBelt.itemList); playerItems.AddRange(player.inventory.containerWear.itemList); // Filter items based on SkinID, short name, and amount foreach (var item in playerItems) { if (item.skin == SkinID && item.info.shortname == ShortName && item.amount > 0) { itemsToCollect.Add(item); } } // Check if there are enough items to meet the required amount if (itemsToCollect.Count < Amount) { Instance.PrintToChat(player, string.Format(noResourcesText, itemDef.displayName.english.ToLower())); return false; } // Remove the items from the inventory foreach (var item in itemsToCollect) { item.RemoveFromContainer(); } } finally { // Free pooled lists to avoid memory leaks Pool.FreeList(ref itemsToCollect); Pool.FreeList(ref playerItems); } break; } next step replace arround line 472 _buoyancy.SavePointData(); with _buoyancy.SavePointData(false);
-
- 1,144 comments
-
- #loot
- #customloot
- (and 13 more)
-
hi uhm i can help you with that ... the import works but after you imported it you have to remove or rename the old folder else it wil constantly after each update try to get the old files so any change you make after import will not be saved after wipe if you not remove or rename the old folder as for loot not working from the import this is because in this new system its looking for a default grey item in your loot if there is no grey iten the custom loot button is auto set to disabled this is why you think it not work to fix this ... add 1 grey/default item to your loottable on each of the boxes that show vanilla loot after its added you can put on custom loot button it will work fine after that stack work but you have to look closely at global multiplier , and normal multiplier also maybe some sttings need changing but main issue is the old loottable folder its messing with the new one
- 1,144 comments
-
- #loot
- #customloot
- (and 13 more)
-
- 1,144 comments
-
- #loot
- #customloot
- (and 13 more)
-
- 1,144 comments
-
- #loot
- #customloot
- (and 13 more)
-
- 91 comments
-
- 2
-
-
yes offcourse
-
Hello members/creators/designers on codefling Im bringing back LPR. originaly build by the team of project nova, i want to bring it back to live i was planning to do this much much sooner but due to IRL i was not able to. most work goes into making maps and i have special ideas for this, and because i do this alone its taking way to much time to make a good map and thats just talking about 1 map i want to have multiple cool maps so just to speed things up ive decided to give other designers a chance to make maps that i might use on LPR but there are some rules on the design and size of map 1. Low poly as in low polygons (this means no use of prebuild prefabs or atleast as littile as possible ) i dont care what it is but if you can build it with cubes then use cubes 2. total map size +-500 (its ment for pvp) smaller or bigger , not real matter just keep it pvp size small 3. map file size max 1MB but preferred below 500kb , yes you heard me KB as in kilo bytes 4 if possible try remaking some old maps from the old days, known arenas is also good DUST 2 INFERNO LOOKOUT NUKE TOWN are already made so no need for those im also remaking some old Unreal Tournament maps in which you are the size of a toy (see screenshot below what you get in return.!!! well uhm nothing besides your name in history, as of one of the creators of maps for LPR if you want to be a part of this, then now is your chance. i will hand pick the map or maps personaly contact me for mare information ps: im very picky when it comes to design, so good luck Bommies resort (unreal tournament) Lookout (halo2)
-
ok im using this for a while now and its a cool plugin, BUT!!! lol im missing some little things in it that maybe can be added (im also willing to pay for this to get it in ) 1. old commands from known loadout plugins /loadout save (automatic create a name ) /loadout save {name} (saves it with name) /loadout list (shows list in chat with small information) 2. when lose vip not lose the loadout from list , but just cant select it anymore atm it compleetly deletes it which is realy annoying on pvp servers and i mostlikely have some other ideas but i think these are the ones that people are looking for the most greets from mrdecoder
- 64 comments
-
- #loadout
- #controller
-
(and 5 more)
Tagged with:
-
-
-
- 77 comments
-
- 1
-
-
- #sky bases
- #oxide
- (and 10 more)
-
- 77 comments
-
- 1
-
-
- #sky bases
- #oxide
- (and 10 more)
-
