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KingSizeKevin

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Everything posted by KingSizeKevin

  1. I like the idea of this plugin, and bought it, only to realize how many animals are involved, and we use the Rust Rewards plugin from this website. Is there a way this plugin could ignore paying out a RustReward with an API call? Cause right now I have to choose between this plugin and our entire economy system...
  2. Players took our hardest heli that has 20K HP. When it went to zero HP, it reset back full again.
  3. KingSizeKevin

    Skills

    Can you add support for starting below 1x on wood/stone/metal/sulfur? I want to start out players lower. Like 0.5x starting skill, then 1.0x, then 1.5x, then 2.0x
  4. KingSizeKevin

    Heli Signals

    I know you added the ability to block the heli signal from being thrown in monuments, but could the same be done for the ocean? Players like the throw it in the ocean so no fire and no NPCs spawn and I want to eliminate that.
  5. From my memory, even the Vanilla Launch Site Bradley will only have 1000 HP when using the most recent version of this plugin no matter what Hp you set, and that one isnt even handled by Bradley Monuments plugin. I will boot up my test server and re-test everything again to confirm
  6. I put 0 in the HP for that plugin for each bradley This was what I was told to do before so BradleyOptions detected it should override the health. It works just fine on the old verison, just not the new one.
  7. I'm aware of that. I tested this extensively by isolating it to just this plugin. The only other bradey plugin I have is the Bradley Monuments. Ive used that with this plugin in combination for years. I set 0 (zero) HP on the bradleys on that plugin, and then BradleyOptions works as expected. As soon as I update this plugin, it will no longer set the HP.
  8. I set all my bradleys to 2000 HP but they all say 1000 HP when using the latest version. I had to roll back to version 2.2.3 to make all my bradleys have 2000 HP again, as I set in the config.
  9. Need a custom plugin, will pay for work. Vanilla tugboat spawning is disabled and players must purchase one using the TugMe plugin vendor. This plugin already restricts 1 tugboat per player, but I need to expand it to a team limit situation. Server will be QUAD max players. So teamsize will be set to 4. Features needed are: 1) Only let players Auth on 1 tugboat (or X amount in config to make it configurable) 2) Must be in team to auth on a tugboat that is owned by another player in the team. (essentially makes it 1 tugboat per team). 3) Prevent purchase of Tugme tugboat if player on team already has one. 4) Prevent player from leaving team. 5) Prevent players for joining a team if player owns their own tugboat. DM rabidkevin on Discord if anyone thinks this is possible to accomplish. Thank you.
  10. Any update on this
  11. Need an edit to a supply signal limit plugin so that if players throw it over the ocean, it goes back in their inventory. Can someone help me? Discord DM rabidkevin
  12. I also meant OTHER players... if that helps. Even when a player privates their vehicle, other players can get into their storage
  13. None that Im aware of, but I'll see if I can do testing without extra plugins loaded.
  14. Players are able to access others vehicle storage module even when the vehicle is private Can that be blocked?
  15. armored train still spawning with Bradley Tiers when set to false on 1.20
  16. Hello, does this work with TugBoats Auth as well?
  17. Mod bradley to have "AA" guns which target Attack Helicopter with homing missiles
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  18. Getting this error on some of the card swipes, it seems random (17:26:29) | Failed to call hook 'OnCardSwipe' on plugin 'PuzzlePoints v1.4.0' (InvalidOperationException: Collection was modified; enumeration operation may not execute.) at System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) [0x0000b] in <fb001e01371b4adca20013e0ac763896>:0 at System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () [0x00013] in <fb001e01371b4adca20013e0ac763896>:0 at System.Collections.Generic.List`1+Enumerator[T].MoveNext () [0x0004a] in <fb001e01371b4adca20013e0ac763896>:0 at Oxide.Plugins.PuzzlePoints.OnCardSwipe (CardReader cardReader, Keycard card, BasePlayer player) [0x00066] in <1b267d69e90f4ca997863cbffe993d15>:0 at Oxide.Plugins.PuzzlePoints.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x001a1] in <1b267d69e90f4ca997863cbffe993d15>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <d4a0be71194349e98f7b43231b9cea3b>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <b974d7a025404888bcdd55b51f29c440>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <b974d7a025404888bcdd55b51f29c440>:0
  19. Oh that worked, sorry for the noob moment. Really nice plugin I like it over using locks, no more annoying interface on the screen while using them! Well done plugin
  20. Hello, hitting a horse with a hammer does not do anything. What am I doing wrong?
  21. KingSizeKevin

    Monument Block

    Can we get support for blocking throwing the heli signal at monuments? With maybe a configurable list of which monuments? Ideally it will just put it back in their inventory just like if too many are active.
  22. Disregard, I'm an idiot and had the block admin feature
  23. Came to say same thing, I thought this was added before?
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