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Everything posted by Malkizid
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Thank you, Yes the newly uploaded .zip contained the correct version v1.2.1
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Very cool concept, hope to be able to use this in conjunction with custom audio assets. We had great fun and success giving npcs their own voices during death animations using WoundedNpc by Bad Cop being able to use this approach to do create custom event sound triggers with Siren would make for some truly brilliant scenarios
- 8 comments
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- #sound effect
- #plugin
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Hi, Any info as to why the latest version is still unavailable to download? I can only acquire version 1.2.0 version 1.2.1 still will not download. Thanks in advance, regards, Manky
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Hi Mevent, thanks for the reply. Ok as long as you are aware. I was suprised as 4 hours since upload time seems like an aweful long time for a trivial caching problem. I guess Codefling is having some issues.
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The file version downloading from Codefling is still 1.2.0 from March, please check the upload again as it is not v.1.2.1 available, thanks in advance. Kind regards, Manky
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Hii Mercury, The English plugin version is not correctly downloading 1.15.14 - the version I get is 1.15.13 - can you check the upload again please ?
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- 41 comments
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- #drone
- #dronepatrol
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Same, as when a server save is triggered - it triggers many of our other plugins to force a save state and lags everything too, outside of our predefined server save interval our config, causing too many overlapping save states. I've had to remove DungeonBases for now. To add a "save state" disabling option to the configuration would be very appreciated!
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Thank you Fruster, yes it is absolutely important for Server owners to not have plugins forcefully trigger saves when out of synchronisation with the server save state. Or to at least be made aware of it - I do understand its important to ensure your plugin works and no data is lost but this method is not ideal. This should be the responisiblity of the server owner to configure. Thank you for your understanding. I am willing to take the risk to use the plugin if we can configure the save states. but I cant use the plugin when we end up with 3+ save states on top of eachother. There are 4 save states by the plugin, not only on base spawn. On plugin load, on base event start on base unload on event end is too much
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This is also causing problems on our server. Could this save state be made configurable, in the config, please? It can be pretty bad because sometimes the DungeonBases server save overlaps with our save state timers and we get 2 - 3 saves overlapping when Dungeons Spawn or Despawn. I'm sure it is a "fail safe" for the plugin but its not worth keeping it on our server with this issue, which is a shame. I would rather disable the save state or remove the plugin, which is a shame because its great asidefrom this major problem.
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- 29 comments
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- #supplydrop
- #defenders
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No problem, I wanted to check in as the monthly wipe is coming soon. Yes I will send you my config now. Sending in a DM if that's ok
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Do you have any information yet?
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Hi Adem, sorry to bother you - downloading the latest update only gives the the plugin version 1.2.4 not v 1.2.5 Please check the the uploaded data. Thanks
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Thanks, the panel is working fine for me, however this happens when a player connects and they dont see the panel. In this case the player was another admin, they have the same permissions as I do. Edit: I also just discovered the other admin is unable to use the "/panel show" or "/panel hide" commands
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Hi Mevent, Sorry to bother you. We are experiencing this error at the moment since I updated the plugin today. Do you have some advice as to what might be the problem? Player has spawned (20:13:16) | Failed to run a 5.00 timer in 'PanelSystem v1.2.0' (ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index) at System.Collections.Generic.List`1[T].get_Item (System.Int32 index) [0x00009] in <f98723dd4586469db5213ec59da723ca>:0 at Oxide.Plugins.PanelSystem+InfoPanel.GetPlayerSize (BasePlayer player, Oxide.Plugins.PanelSystem+PanelType type) [0x0002e] in <6410e1bc685f4431a8ea330b08e76eb4>:0 at Oxide.Plugins.PanelSystem.SendUpdatePanel (BasePlayer player, Oxide.Plugins.PanelSystem+PanelType type) [0x00050] in <6410e1bc685f4431a8ea330b08e76eb4>:0 at Oxide.Plugins.PanelSystem.UpdateUi (BasePlayer player, Oxide.Plugins.PanelSystem+PanelType type) [0x00030] in <6410e1bc685f4431a8ea330b08e76eb4>:0 at Oxide.Plugins.PanelSystem.StartUpdate () [0x00086] in <6410e1bc685f4431a8ea330b08e76eb4>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <d646191a355d43a6b3ab36b7ee14c740>:0
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- 202 comments
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- #eventmanager
- #manager
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The plugin uses the machine time of your server, not the game server time, so if your server machine has the same time zone configured as its physical location, then it should be correct. So if you are renting a server from a game host provider, check with them or check the ip address for the actual physical location to be 100% sure.
- 202 comments
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- #eventmanager
- #manager
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(and 5 more)
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Hi Fruster, would it be possible to add another configuration option for an extra event ending message? Like a Gametip message displayed to the player With a configurable message and amount of time. For example: "Display warning message": true, "Warning message": "The Dungeon will despawn in 120 seconds you better leave before you are trapped!" Giving players a chance to escape before they are trapped inside.