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Everything posted by beetle
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Can it be fixed by excluding the fuel box? I am not the author of the plugin and do not know how to adapt it. Can you please describe the procedure in detail because I don't know which one to improve?
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I found some new information. When I close the fuel box and exit the UI, the Item Puller UI continues to remain on the screen; when I close the resource box and exit the UI, no UI remains on the screen. If I close the fuel box and exit the UI two consecutive times, the UI will not disappear from the screen unless I reconnect to the server. If the corresponding plugin cannot be used without disabling one function of another plugin, it has already ceased to be a plugin. Is there another way?
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Are you asking me to exclude item containers registered in Vquarry from ItemPuller?
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The plugin is in umod, is it ok if I give the name of this plugin without permission? And that plugin has a support ticket stopped 11 months ago.
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When I use a plugin called Item Puller together, there is a conflict in the UI and the Item Puller UI does not disappear. Is there a solution?
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Hi, has this issue been communicated to the developer yet?
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The problem was confirmed after trying multiple patterns. Condition. TruePVE , custom clothing combination. To try it out, set the MAXIMUM DAMAGE BLOCK on the head to 80% in /ccc and set the equipment's defense to 80% or less. In this case, damage from NPCs works fine and damage from players does not suffer. However, if the head defense is set to 80% or higher, the player will take damage from the player and die. If the head defense is set to 80↑, the player will take damage, and if the head defense is set to 79↓, the player will not take damage. Please test this. Are there any more fixes for this plugin?
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- 51 comments
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- 1
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- #better vanish
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(and 2 more)
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There are various roulette, blackjack and other gambling games, but no UNO, can someone create a UNO plugin? It would be great if it could be configured or set up before the game starts, with local rules such as jump-in, force play, etc., and no winning with special cards in the manner of manners, etc. I imagine the look and feel of the Steam game UNO.
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- 51 comments
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- #better vanish
- #admin
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(and 2 more)
Tagged with:
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I don't know if this will help, but on a server where the required dependency file (gdiplus) required by SignArtist does not exist, if I install only the SignArtist plugin and spawn a base with an attached sign, an error occurs the moment I try to spawn the sign and The creation of the base stops in the middle of spawning. I have experienced this problem. These can also be the same as reported above, such as the act of taking parts of the house, etc., and I'm telling you this because it is a bug that causes a similar situation.
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The attack zone is "Advanced Protection Radius": { "Buyable Events": 50.0, "Maintained Events": 50.0, "Manual Events": 50.0, "Scheduled Events": 50.0 }, Set by Since this system is the same as the wall radius, it would work well if you either narrow the range of the wall or widen the range of the wall and then widen the attack zone as well. These are located at the top of the data file for each difficulty level. The range of the wall is given by the person above.
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Failed to call hook 'CanLootPlayer' on plugin 'StaticLootables v2.3.4' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.StaticLootables+RootData+Lootable.get_IsPersistent () [0x00006] in <31bb974e64ad42c7a225e6a8f80ffaee>:0 at Oxide.Plugins.StaticLootables+RootData+Lootable.GetContainer (System.Int32 capacity, System.Boolean liquid, System.Boolean allowStack) [0x0000b] in <31bb974e64ad42c7a225e6a8f80ffaee>:0 at Oxide.Plugins.StaticLootables+RootData.IsLootingLootable (BasePlayer player) [0x0005b] in <31bb974e64ad42c7a225e6a8f80ffaee>:0 at Oxide.Plugins.StaticLootables.CanLootPlayer (BasePlayer looted, BasePlayer looter) [0x0001d] in <31bb974e64ad42c7a225e6a8f80ffaee>:0 at Oxide.Plugins.StaticLootables.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0054a] in <31bb974e64ad42c7a225e6a8f80ffaee>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in :0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <50629aa0e75d4126b345d8d9d64da28d>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <50629aa0e75d4126b345d8d9d64da28d>:0 I am notifying you that it has recurred because the support history said that the specific solution was to update Staticlootable.
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Here is the same problem, sometimes the tracks are perfectly blocked over. Every day, 80% of the spawn is on the railroad tracks.
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These should be config. "(3) Allow waterbikes to drive on land": true, "(7) Engine thrust on land": 50, Idon't understand why it is slow on roads and grassy areas even with this setting set to True. I liked the previous state of being able to run anywhere without deceleration and change speeds over seas and on the ground, but now this ride is garbage on roads and grassy areas. Well, no need to rush, as we will use 1.1.9 until it becomes an option, we hope.