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Everything posted by Malkizid
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The currency tab is very confusing for players, they dont know how to switch or often think there are no items in the category, when there are items for sale in one currency (A) and items for sale in another currency (B). All items in a category should be displayed on the same page, even when there are 2 different currencies enabled. I'll make a random example up now ; Economics is in use and represented by "$" and a custom currency is in use represented by "RS" Category: "Guns" Item 1 for sale M249, $1000 item2 for sale Military Flamethrower 50 RS If they could be on the same page and item1 displays one currency "$", item 2 displays the other "RS" currency. then this feature would be reallly useful! Dont get me wrong, it makes sense to me from a configuration perspective. But for players Its too confusing and unclear to use the little tiny button for a player to choose a currency, when they choose a currency all items in the other currency are not displayed. If its possible I really recommend to change this because its very un-intuitive! This design takes away a very useful element, what should actually be a really great feature of the plugin. I can only assume this is a pain in the ass to implement for whatever reasons that I don't understand, So I hope it can be done and made to work / look really well like the rest of Mevent plugins Good luck Edit, added screenshot of the template I use. The little red square I badly drew, is where the icon to switch currency is - (its not enabeld at the moment on our server due my issue with it) even when a player knows there are other currencies its not obvious or intuitive for them to knwo how to use it. In my experience most Rust players need to be told, pointed and almost taken and shown to anything even slightly different than what they already are familiar with. Otherwise it might aswell not exist to them.
- 771 comments
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- #shop
- #shop ui
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Tagged with:
- #shop
- #shop ui
- #store
- #market
- #server rewards
- #gui shop
- #custom items
- #rust shop
- #mevent
- #market system
- #marketplace
- #buy
- #sell
- #in game
- #economics
- #humannpc
- #market and magazine
- #gui
- #money exchange
- #rust shop plugin
- #shop system
- #best shop
- #best rust shop
- #shop items
- #shop mevent
- #shop in menu
- #shop gui
- #halloween
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- 89 comments
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- #hud
- #panel
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(and 31 more)
Tagged with:
- #hud
- #panel
- #info
- #infopanel
- #menu
- #gui
- #info hud
- #custom hud
- #server stats
- #server info
- #server panels
- #magic panel
- #rust hud
- #server hud
- #customization options
- #beatiful hud
- #rust hud plugin
- #info panel
- #information
- #events
- #hyd
- #gaming hud design
- #rust user interface
- #hud elements in rust
- #custom rust hud
- #enhanced hud for rust
- #rust interface customization
- #hud events
- #hud info
- #hud panel
- #infopanel mevent
- #hud mevent
- #info panel mevent
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Hi, thanks for your reply and information. That's really good to know it could be possible - I always thought it would be really enjoyable and useful to overlay the original crafting menu. Then to use your plugin to change the original crafts, so in a different way it would replace the original (optionally). while steel feeling like vanilla so the player doesnt have to type a command. I understand your point about the default crafting ui, I think losing the transparency would be fine, good actually for such a feature. I know its not the main idea but it would be a really nice extended feature, to have the option to overlay all the original crafts!
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Heya ThePitereq, Great idea and most of all it looks very functional and clean, I really like how you have managed the rust ui style implementation. I see a player must type /craft to open the plugin version, which is fine but then I see a couple of small problems, potentially: Do you know is it possible to block the vanilla crafting menu by using this? For example; I am thinking to change the crafting cost + components of a vanilla item and only want players to see and use the costs I set in your plugin. and *not* the vanilla craft menu. If its not possible to block the vanilla menu, then maybe Is it possible that the plugin can listen for the default craft menu keybind, so that the plugin version is always displayed to the player? Thanks in advance, Regards Manky
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Adem's Event plugins are some of the biggest and best out there, I've been configuring them for some years now and the updates are always something positive. when set up correctly they always perform well are always ready to use with minimal effort. if Server Admins are interested there are always a ton of customisation opportunites in the configuration files, to such an extent you can really create some special variations and presets for your servers needs.. Adem's support is also as quality as his work. Caravan is no different. A very thematically fun Wild-West looking and ready to use plugin. It runs like convoy on the road system, with options for that and as always to create your own custom routes too, Adem has also made this very simple to achieve.
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Hi Dustyhansen, The functionality for this is in the commands list on the frontpage. when you run this and reload your plugin after correctly modyfing the config like I suggested in the earlier message, then it will work. That's the point of this function, I've done it myself, definitely works
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Honestly these building sites are "Supersized" impressive designs, visually stunning and they beautifully blend with the appropriate terrain when placed well. All designs have some nice functionality perks, like a functional door, a cool drawbridge or snappable door frame areas. Works pretty well and is a very nice extentsion to the building sites plugin. I can appreciate fully all the work that went into this. Some of the designs don't seem to function as intended, like some triggers not working- The only reason I give this 4 out of 5 is while a great package extension at a fair price, it has room for some small improvemnets in the practicality of the brilliant buildings, like accessibilty, roof access, door snapping, or buildable roof areas which are not quite possible to use well from a player's perspective.
- 4 comments
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- #building
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If you just want the jungle skin, you can easily add it yourself in the config. here's a screenshot attached for the stone tier skin sets, add the entry there
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To claim a building site, a player only has to place a tc in the area and it should remove the map marker and be "claimed" It only works when using the Vending map marker. IF you remove the vending map marker (in config) and use a different type it doesn't always disappear
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Yes, the horses and Caravan's are extra wet and splashy since the most recent patches. It's not a problem except that' it looks a little strange and sounds sploshy. Adem told me that this was a necessary work-around to a problem, so he's aware but I don't know how it can be fixed The "dragging" part is a bit annoying though, ruins the immersion hahah they all look like they've been tranquilised
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Heya Nivex, its been a long long while since I saw any bug in RaidableBases at all and to be honest this is not even anything to do with it - I'm quite sure. but its affecting Raidablebases and with your experience I thought you might be able to point me in the right direction. Do you have a clue why Autoturrets might stop targeting players? First they retaliate when damaged, when they lose "line of sight" they ignore the player. Only attack when damaged. Details, the raidbase profiles and settings have turrets set to hostile, to function without power etc. This is also happening other "base-based" event plugins - autoturrets function but dont respond to the players For example Fruster's "Dungeon Bases" Events, I could not figure that out with Fruster either. Warmode in PVE mode is running - No TruePVE or any other damage control plugins, no settings changed. All was working until 3 days ago or so. Is there a setting in Raidable bases configurations we should look out for ? Perhaps you know ofa new FP commit that could affect turret behaviour? all equipped with ammo, correct weapons / shortnames (no config errors) powered and so on. - dont think its interference or any convar settings. Sorry for the long message, I ran out of options and thought you might have a suggestion. Thanks in advance, regards, Manky
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We understand this can be overwhelming sometimes and know that you will do this when you can, don't worry about that. Some of us like myself are not in Discord groups or are not aware of such things. Try to pace yourself, everyone appreciates your continued support, we trust you. Communication is exhausting in this context, I know from experience, like many of us here do. And of course we are all impatient because our players are impatient and Rust never stops changing Good luck and take care
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Yes, no problem. Thank you for your patience with this.
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How do we get the Autoturret to function in a Dungeon base. I'm making a new dungeon base now First im using a copy of one of your designs to learn your methods. - all is working as intended. Except for the autoturret. I placed it normally added a weapon, ammo and simply powered it. The turret will not target or shoot but its on. I dont see aynthing about this in the guide, is there supposed to be a specific method for placing turrets ?
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No, that is not happening anymore, for some reason. I did not change the bases. So iguess its ok - maybe it was the oxide or server version. Only the calling kill problem was happening causing spam and sometimes parts of the base remained, rarely. Hatches are found and the bases spawn and function.
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On further investigation, I noticed ImageLibrary is getting a "failed to call hook error" - only on server startup. Other than this I have never noticed any imagelibrary problems or console errors during the last few days, when reloading ServerPanel or any related plugins that are using ImageLibrary on our server. [Error] Failed to call hook 'AddImage' on plugin 'ImageLibrary v2.0.62' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.ImageLibrary.AddImage (System.String url, System.String imageName, System.UInt64 imageId, System.Action callback) [0x00044] in <21179633d4114e16ab24a4a44d8b9cc3>:0 at Oxide.Plugins.ImageLibrary.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00781] in <21179633d4114e16ab24a4a44d8b9cc3>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <8cb2d664f1574f2b96d53f1c1869d96a>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <8cb2d664f1574f2b96d53f1c1869d96a>:0
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Yes, Facepunch did this, I dont know the technical reason but something happened to some foundations. This caused the building roof to collapse or some wooden foundations (with the Frontier Skin) to become invisible or disappear I think the latest server patch has fixed this problem. Also roof tiles are very buggy
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Within the editor all the builti-in icons have vanished, making it impossible to use the ingame editor. Is there an image hosting problem ? I'm using the default stuff. Very stupidly I delted parts of my config by trying to use the editor in game.
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