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Everything posted by mrdecoder
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hi , cool plugin atm im removing and changing all my other plugins to work with this one i like to have 1 plugin instead of 10 but i did run into some problems sofar 1. this plugin atm does not work with instant smelt if you run this plugin after instantsmelt it does not stack up the second node if you reload instantsmelt after this plugin then it works fine so maybe somthing you can look at or add it in directly saves me a plugin 2. mixing tables not work i know this is not part of plugin atm but a bit weird you have furnace options but no mixing table options 3. the speed of furnace does not seem to speed up when i speed up the meling it only goes 2 maybe 3 times faster if i try 1000 faster then it not work even if i remove all locks in plugin and put the max on 10000 all flags are on
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- #loot
- #customloot
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- 7 comments
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- #top-games.net
- #top-serveurs.net
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- 7 comments
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- #top-games.net
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only problem i have with this plugin is sometimes while disabling it or just when game crashes , you cannot get powers back anymore or get auto banned for hacking while foot still sticking in a rock or something i then have to compleetly add myself back into the owner list to get my powers back but i havent tryed out the new version yet so ill try that this week but i realy like the idea
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- #admin
- #admintool
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Tagged with:
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- #admin tools
- #interface
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- #discord integration
- #auth
- #authentication
- #permission
- #permissions
- #log
- #xray
- #adminplugins
- #administrator
- #administrative
- #administrative tools
- #administration
- #administration tool
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- #player
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already have this well sort off i personaly hated it when people did not skip the night and is they finaly did it instantly turned day it looks real bad and fake so what i did was make a smooth fast night dusk and dawn are included in the night meaning when dusk starting it wil trigger it fast whole night will take 2 min including dusk and dawn the longer you put it the more smoother it goes but 2 min is fastes , any faster and it will skip frames and it will look weird in sky
- 17 replies
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im looking for a simple plugin or hook that when a player have a special item in there inventory / hotbar it makes them hostile or that they cannot enter a savezone either solution is good
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the plugin does not have a option to block sams or traps , it simply gives ability to fill them all at once and to put all on and off so if you dont uses sams or traps then those commands simply not work, but yes i can make a update to shut these options off compleetly so it will not work even if someone tryed to use the commands ill make this week
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ok uhm apparently there is a wallhack glitch with external walls put foundation down make a tp home ontop in corner then place external wall on tp spot and you can tp inside the external i need this fixed people using this glitch :@
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server.censorplayerlist "true"
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i know there is a cfg command to block usernames and stuff on battlemetrics maybe it works for this also?
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hi all im trying to get help all day on this but nobody knows or how to help and mevent is not responding i cant wait 3 months before he finaly fixes it so lets try here this is about his shop plugin inside he has console commands that should works but like alot of things in his plugin it does not atleast not through console im showing a small section of code that i would like to work [ConsoleCommand("UI_Shop")] private void CmdConsoleShop(ConsoleSystem.Arg arg) { var player = arg?.Player(); if (player == null || !arg.HasArgs()) return; switch (arg.Args[0]) { case "closeui": { _itemsToUpdate.Remove(player); _openedShops.Remove(player); break; } case "main_page": { int catPage, page; if (!arg.HasArgs(3) || !int.TryParse(arg.Args[1], out catPage) || !int.TryParse(arg.Args[2], out page)) return; var search = string.Empty; if (arg.HasArgs(4)) search = string.Join(" ", arg.Args.Skip(3)); if (string.IsNullOrEmpty(search) && catPage == -1) catPage = 0; MainUi(player, catPage, page, GetShopByPlayer(player), search); break; } both of these commands not work in normal way so with help from other plugin makers we came up with this: [ConsoleCommand("openshopUI")] void OpenShopUI(ConsoleSystem.Arg arg) { if (!arg.IsRcon) MainUi(arg.Player(), 0, 0, GetShopByPlayer(arg.Player()), string.Empty, true); } this way i can do player.SendConsoleCommand("openshopUI"); to open the shop but sadly we cannot make it work for closing the shop this is where i need your help in i need a simple way to close the shop with a player.SendConsoleCommand
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hi uhm im looking for a special kind of limit plugin i already have one made before special for foundations (its on codefling) and i compleetly remaked a new version out of it witch works almost perfect but !!!! it has some glitches for example the counting of removing foundations do not always work this is cause system cant count good if you remove 2 at same time for example: limit is 100 foundations you build 100 foundations (wich triggers the limit) after it you remove 100 foundations and sometimes it wil staill say you used up 20 foundations or something like that so i need some sort of debug check !!! also ..... i also need this plugin to put limits on turrets, sams and tc working with clans ps: the base of this plugin as already made you can make a new one but maybe you can use ideas from one i already have who is up for the challange
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all weapons are allowed but all blocked ones will have a permission for example rocket launcher if (!player.IPlayer.HasPermission(AllowRocket)) { player.ChatMessage("<size=16><color=#AB2121>You dont have permission to use rocketlauncher</size></color>"); }
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im trying to change turret weapons on umod to use permissions instead of config private void OnServerInitialized() { foreach (var item in ItemManager.itemList) { var proj = item.GetComponent<ItemModEntity>()?.entityPrefab?.Get()?.GetComponent<BaseProjectile>(); if (proj != null) { bool isAllowed; if (!_config.Weapons.TryGetValue(item.shortname, out isAllowed)) { _config.Weapons[item.shortname] = false; proj.usableByTurret = false; continue; } proj.usableByTurret = isAllowed; } } SaveConfig(); foreach (var entity in BaseNetworkable.serverEntities) { if (entity is HeldEntity) OnEntitySpawned(entity as HeldEntity); } } my head hurts and cant think good so if someone can help me on this i would be very happy
