HighOnTek
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Everything posted by HighOnTek
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- 37 comments
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- 1
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- #restart
- #autorestart
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@imthenewguyHaving same issues, using Oxide... picking up collectables like berries, mushrooms, rock, sulfure etc. do not give XP. Harvesting trees, smacking stone nodes etc, stifll work just fine. Hitting barrells is also fine... just collectable items don't appear to be giving XP. This used to work prior to the update, now it does not.
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Just checking in, been awhile since I've used this Arena ... but would like to use again at some point in 2025. Has the 2 following issues been resolved? 1. Clans & Clans Reborn: CFF & AFF (Clan Friendly Fire, Alliance Friendly Fire)... I know prior if multiple clan members or allies joined this event they couldn't kill one another if CFF or AFF was on, so it sort of game them an advantage as the odds of one of them making it to the end increased and they could shoot at anyone indiscriminately without fear of killing a clan or ally mate. I know you were looking at speaking to K1llY0u @imthenewguy, did that ever get anywhere? 2. Backpacks Plugin & Item Retriever : By WhiteThunder on UMod, most common ones in use... there was an issue where although players would load onto into the arena, the backpack wouldn't show... but players if they had Item Retriever set to ON it would still pull ammo out of their invisible backpack if they had some ammo for all types of weapons in it, prior to joining the event.
- 210 comments
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Hope this helps save someone else some time. rb.config add "Easy Bases" fullwipedeasy1 fullwipedeasy2 fullwipedeasy3 fullwipedeasy4 fullwipedeasy5 fullwipedeasy6 fullwipedeasy7 fullwipedeasy8 fullwipedeasy9 fullwipedeasy10 fullwipedeasy11 fullwipedeasy12 fullwipedeasy13 fullwipedeasy14 fullwipedeasy15 fullwipedeasy16 fullwipedeasy17 fullwipedeasy18 fullwipedeasy19 fullwipedeasy20 fullwipedeasy21 fullwipedeasy22 fullwipedeasy23 fullwipedeasy24 fullwipedeasy25 fullwipedeasy26 fullwipedeasy27 fullwipedeasy28 fullwipedeasy29 fullwipedeasy30 rb.config add "Medium Bases" fullwipedmed1 fullwipedmed2 fullwipedmed3 fullwipedmed4 fullwipedmed5 fullwipedmed6 fullwipedmed7 fullwipedmed8 fullwipedmed9 fullwipedmed10 fullwipedmed11 fullwipedmed12 fullwipedmed13 fullwipedmed14 fullwipedmed15 fullwipedmed16 fullwipedmed17 fullwipedmed18 fullwipedmed19 fullwipedmed20 fullwipedmed21 fullwipedmed22 fullwipedmed23 fullwipedmed24 fullwipedmed25 fullwipedmed26 fullwipedmed27 fullwipedmed28 fullwipedmed29 fullwipedmed30 rb.config add "Hard Bases" fullwipedhard1 fullwipedhard2 fullwipedhard3 fullwipedhard4 fullwipedhard5 fullwipedhard6 fullwipedhard7 fullwipedhard8 fullwipedhard9 fullwipedhard10 fullwipedhard11 fullwipedhard12 fullwipedhard13 fullwipedhard14 fullwipedhard15 fullwipedhard16 fullwipedhard17 fullwipedhard18 fullwipedhard19 fullwipedhard20 fullwipedhard21 fullwipedhard22 fullwipedhard23 fullwipedhard24 fullwipedhard25 fullwipedhard26 fullwipedhard27 fullwipedhard28 fullwipedhard29 fullwipedhard30 rb.config add "Expert Bases" fullwipedexp1 fullwipedexp2 fullwipedexp3 fullwipedexp4 fullwipedexp5 fullwipedexp6 fullwipedexp7 fullwipedexp8 fullwipedexp9 fullwipedexp10 rb.config add "Nightmare Bases" fullwipednight1 fullwipednight2 fullwipednight3 fullwipednight4 fullwipednight5 fullwipednight6 fullwipednight7 fullwipednight8 fullwipednight9 fullwipednight10
- 30 comments
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- 1
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- ##raid
- #bases
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(and 33 more)
Tagged with:
- ##raid
- #bases
- #pve
- #pvp
- #raidable
- #raidable bases
- #pack
- #loot tables
- #raid bases
- #raidables
- #raid base
- #base pack
- #base package
- #raidable bases pack
- #raidable base pack
- #raidable mega pack
- #raidable package
- #raid package
- #raid pack
- #base packs
- #base and loot
- #raidable bases and loot tables
- #loot table
- #raid base loot tables
- #raid loot
- #raid loot tables
- #mega raidable
- #raidable bases easy
- #raid base mega pack
- #raid base full pack
- #raidable base easy
- #raidable base medium
- #raidable base hard
- #raidable base expert
- #raidable base nightmare
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@Mr01samor anyone else who knows ... Is it Safe to assume this limits raids in general against real player bases, and not raids against plugin PVE events like "Raidable Bases"? If it includes Raidable Bases in with the limits, is it possible to add a config option (I didnt' see one) to not take Raidable Bases into account for these limits?
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I'm seeing the below errors in console, not sure how often or long they've been showing as I've been busy the last couple weeks... 11/28 12:48:24 | Failed to call hook 'CMDMain' on plugin 'SkinController v2.0.10' (IndexOutOfRangeException: Index was outside the bounds of the array.) at Oxide.Plugins.SkinController.SelectInvItem (BasePlayer player, Oxide.Plugins.SkinController+PlayerSettings playerSettings, System.Boolean isSelecting, System.Int32 arrayId, System.String[] args, System.Int32 redirId) [0x00027] in <d950eede94f54b5da71938556edc5e1e>:0 at Oxide.Plugins.SkinController.DeselectInventoryItem (BasePlayer player, Oxide.Plugins.SkinController+PlayerSettings& playerSettings, System.String[] args) [0x000c5] in <d950eede94f54b5da71938556edc5e1e>:0 at Oxide.Plugins.SkinController.CMDMain (ConsoleSystem+Arg arg) [0x007ba] in <d950eede94f54b5da71938556edc5e1e>:0 at Oxide.Plugins.SkinController.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00ed9] in <d950eede94f54b5da71938556edc5e1e>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 11/28 12:48:24 | Failed to call hook 'CMDMain' on plugin 'SkinController v2.0.10' (IndexOutOfRangeException: Index was outside the bounds of the array.) at Oxide.Plugins.SkinController.SelectInvItem (BasePlayer player, Oxide.Plugins.SkinController+PlayerSettings playerSettings, System.Boolean isSelecting, System.Int32 arrayId, System.String[] args, System.Int32 redirId) [0x00027] in <d950eede94f54b5da71938556edc5e1e>:0 at Oxide.Plugins.SkinController.DeselectInventoryItem (BasePlayer player, Oxide.Plugins.SkinController+PlayerSettings& playerSettings, System.String[] args) [0x000c5] in <d950eede94f54b5da71938556edc5e1e>:0 at Oxide.Plugins.SkinController.CMDMain (ConsoleSystem+Arg arg) [0x007ba] in <d950eede94f54b5da71938556edc5e1e>:0 at Oxide.Plugins.SkinController.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00ed9] in <d950eede94f54b5da71938556edc5e1e>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 11/28 12:48:25 | Failed to call hook 'CMDMain' on plugin 'SkinController v2.0.10' (IndexOutOfRangeException: Index was outside the bounds of the array.) at Oxide.Plugins.SkinController.SelectInvItem (BasePlayer player, Oxide.Plugins.SkinController+PlayerSettings playerSettings, System.Boolean isSelecting, System.Int32 arrayId, System.String[] args, System.Int32 redirId) [0x00027] in <d950eede94f54b5da71938556edc5e1e>:0 at Oxide.Plugins.SkinController.DeselectInventoryItem (BasePlayer player, Oxide.Plugins.SkinController+PlayerSettings& playerSettings, System.String[] args) [0x000c5] in <d950eede94f54b5da71938556edc5e1e>:0 at Oxide.Plugins.SkinController.CMDMain (ConsoleSystem+Arg arg) [0x007ba] in <d950eede94f54b5da71938556edc5e1e>:0 at Oxide.Plugins.SkinController.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00ed9] in <d950eede94f54b5da71938556edc5e1e>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0
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How about ... wasn't happening prior to your last update. ... so whatever you did, I'd start there and correlate your improvements to the hook errors maybe?
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Failed to call hook 'OnEntityTakeDamage' on plugin 'SkillTree v1.5.7' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.SkillTree.OnEntityTakeDamage (BaseCombatEntity entity, HitInfo info) [0x00d49] in <adbaeec3d01c45f4ac1a821de8b23b62>:0 at Oxide.Plugins.SkillTree.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x07e9b] in <adbaeec3d01c45f4ac1a821de8b23b62>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0
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Missing map information / details... what size, how many prefabs, this been optimized in any way shape or form? I can see in the hashtags up top showing its a 4.5K (4500) sized map, but there are people who don't look at those, or don't even know they can look at those for map size if its missing in the description... so including those details is invaluable.
- 12 comments
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- #rust custom
- #custom map
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I appreciate the concept of the plugin, but despite my earlier feedback in May, there has been no resolution after five months. While the idea is promising, the persistent issue of players spawning inside objects has become increasingly problematic. At least the previous problem of spawning under monuments and inside tunnels was addressed. While optimizing server resources is beneficial, this plugin is more of a "nice-to-have" rather than a "need-to-have." The ongoing complaints from players have made it challenging to manage expectations, and it’s becoming difficult to inform them that I am still awaiting a solution. Maybe one day we'll reconsider but for now we've removed this plugin.
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Great concept, but lacks luster for us... and not worth the tickets / complaints anymore. We did give it a good run, we ran it for months. Due to the developers inability to update this plugin in order to account for custom maps... and or allow admins to set custom spawn points for custom monuments meant to replace standard outpost or bandit ... We have removed this plugin entirely from all servers. This decision was made after numerous complaints from players over the months that they were spawning inside the band stage in outpost and unable to move unless they A. mounted the drum set or B. respawned again manually. IMO players can simply use Teleport(s) to get to either location after dying. If the developer one day updates this plugin to allow us admins to set our own monument spawn points I will consider it again.
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Due to the inability to update this plugin, to account for custom maps... and or allow admins to set custom spawn points for custom monuments I have removed this plugin entirely. This decision was made after numerous complaints from players that even on our procedural map server(s) they were spawning inside the band stage in outpost and unable to move unless they A. mounted the drum set or B. respawned again manually. It's been removed, players can simply use Teleport now if they need to get to either location after dying and respawning elsewhere. Great concept, but lacks luster for us... and not worth the tickets / complaints anymore.
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@AminoThe issue of it blanking out on nightly restarts, appears to have been resolved ... not sure about wipes though, I do one later today. You can close this ticket though for now and resolved ... if it does it again I'll create another ticket for wipe wipes again.
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Failed to call hook 'OnWCRequestedUIPanel' on plugin 'KitController v2.2.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.KitController+<>c__DisplayClass89_0.<UICreateKits>b__1 (Oxide.Plugins.KitController+aKit x) [0x00011] in <7eed87199db84fd1a70e1499824d3e71>:0 at System.Linq.Enumerable+WhereListIterator`1[TSource].GetCount (System.Boolean onlyIfCheap) [0x00018] in <8b0c76c7efa244bc95eeee75bf1314cd>:0 at System.Linq.Enumerable.Count[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00029] in <8b0c76c7efa244bc95eeee75bf1314cd>:0 at Oxide.Plugins.KitController.UICreateKits (BasePlayer player, Oxide.Plugins.KitController+PlayerOptions playerOptions, System.Int32 page, System.String kitName) [0x000bf] in <7eed87199db84fd1a70e1499824d3e71>:0 at Oxide.Plugins.KitController.OpenKitUI (BasePlayer player, System.String parentPanel) [0x0031f] in <7eed87199db84fd1a70e1499824d3e71>:0 at Oxide.Plugins.KitController.KitCommand (BasePlayer player, System.String command, System.String[] args) [0x0008c] in <7eed87199db84fd1a70e1499824d3e71>:0 at Oxide.Plugins.KitController.OnWCRequestedUIPanel (BasePlayer player, System.String panelName, System.String neededPlugin) [0x00016] in <7eed87199db84fd1a70e1499824d3e71>:0 at Oxide.Plugins.KitController.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0028b] in <7eed87199db84fd1a70e1499824d3e71>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 Just noticed I'm getting this in console with your latest version. Not sure if its related to me updating your Welcome Controller today, assume that it is... because welcome controller shows Kits, but when a kit is redeemed it blanks out all kits ... close Welcome Controller, re-open and kits show again.
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Updated to your latest WelcomeController today, ended up having to re-add all my addons to the menu etc. One of which was KitController ... everything seems to work, I have no console errors. But I notice that when I CLAIM a kit, the KIT page goes blank ... but welcome controller gui still remains open in the background, still on the kits page. I close Welcome Controller GUI, re-open and kits show again. I claim another kit, and does same thing. I see no errors in console ... kits seem to redeem fine, just not sure why the KIT page instantly goes blank. { "Enabled": true, "AddonSettings": { "Addon Name (Empty = Not an addon)": "KitController" }, "Panel Commands": [ "kit", "kits" ], "Panel Name": "KITS", "Button Name": "KITS", "Panel Permission": "", "Show No Permission Panel": true, "Panel No Permission Text": "You do not have permission to use this page!", "Button Image (Leave blank for no image)": "", "Display button name (Button stays there, but the text gets removed)": true, "Page Position": 3, "Info Panel Options (Won't be used if you're using an addon)": { "Panel Pages": [], "Panel Image": "", "Text Panel Image (Covers entire text panel)": "" } }, I tested the ShopController and it appears to work fine, can buy an item and page doesn't go blank. Thinking it might be an issue with the new WelcomeController as it was working absolutely fine prior to me updating it... KitController is also up-to-date.
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@AminoBelow you will find an error I get when attempting to apply your latest update. Failed to call hook 'Unload' on plugin 'WelcomeController v2.0.5' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.WelcomeController.Unload () [0x0008d] in <4e01519861a14380906aa6c760811f31>:0 at Oxide.Plugins.WelcomeController.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x011db] in <4e01519861a14380906aa6c760811f31>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 Second, I want to provide you some feedback and I hope you take it lightly as its not meant to be a dig or jab in any sort of negative way. But dude you need to stop using this community as a means to BETA TEST your updates. We have LIVE SERVERS, not TEST SERVERS, when we download an update we expect it to have been vetted by you personally, or at least some reliable sources who know how to properly test this $hit beyond reloading a plugin. I don't know who you have testing these plugin updates or changes you make out in your Discord channel but they "suck" and are NOT testing anything in your favor or even remotely helping you in any positive way. You sir release more updates in 2 weeks, than most developers release in a year. I believe I speak for all of us when I say, just release a single update... a working, functional, reliable update... maybe once a month. If you spent 3 weeks testing next months release I'm sure you shouldn't be p!ssing off every admin in here with half a dozen updates a week, sometimes 2 or more a day then waiting for people to open tickets. *sigh* Now, back to the issue at hand ... after having applied your recent WelcomeController update and getting the above error ... I had to roll back to previous version, and low and behold my welcome information was blank. Fortunately I had a backup of the config, was easy enough to fix... but there are probably dozens upon dozens of other server owners/admins who are not as diligent about backups as I am. Had my backup not worked, I probably would have ripped all your plugins out first thing Monday. Love your work man, love what you're trying to do here ... have bought almost all your plugins and probably still will... but sometimes dude I question if you're in over your head... biting off more than you can chew and if you should stop trying to replicate everyone's work half @ss and just focus on making a few things work really well. Know what I mean?
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- 1,039 comments
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- #loot
- #customloot
- (and 13 more)
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I'm seeing this console error every once in awhile... not sure what's causing it. Failed to call hook 'CMDMain' on plugin 'SkinController v2.0.8' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.SkinController.SkinContainer (BasePlayer player, System.Collections.Generic.List`1[T] items, Oxide.Plugins.SkinController+PlayerSettings& playerSettings, System.Boolean findSkins, Oxide.Plugins.SkinController+SkinData skinInfo, System.Collections.Generic.List`1[T] inventoryItems, System.Boolean isInventory) [0x001c1] in <550dfa11d92049a8b7adaaa65c5e4e93>:0 at Oxide.Plugins.SkinController.CMDMain (ConsoleSystem+Arg arg) [0x008dc] in <550dfa11d92049a8b7adaaa65c5e4e93>:0 at Oxide.Plugins.SkinController.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00ebe] in <550dfa11d92049a8b7adaaa65c5e4e93>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0
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- 11 comments
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- #offline
- #protection
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(and 4 more)
Tagged with:
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okee dokee but I repeat. I am 100% up to date... 30 minutes ago I had another player telling me he did not receive all items from his kit. Therefor, the issue is NOT resolved. So fixing incorrect calculations did not seem to resolve the problem where players are not getting 100% of the kits they redeem. This is not always the case, I would say 90+ % of the time it seems to work just fine, but ... its still happening, I am still hearing of players not getting 100% of their items, so I took a shot in the dark thinking maybe it had to do with backpacks. But if you say its not, I trust that ... but end of the day, kit items are still not being given on kit redemption.
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Amino I have the most upmost respect for you and what you do... I switched to your plugins, from David's because I liked the customization options, the visual improvements but this switch has come at the cost of not only $$, but increased frustration from myself and players. I already brought this $hit up to you before, running 4 servers but 3 of them (4th will be explained below) would WIPE THE SHOP on force wipe. You implied it was a ME ONLY problem and you couldn't replicate. Even though I accepted your response while silently mumbling BS to myself. I was hoping more people would raise the issue... so you would actually look into it vs brushing it off as a well no one else is complaining typical response you get from an IT dept. service desk... but looking in the support queue now I can see others have complained as well and now you seem to acknowledge it's a problem. Great ... we've made progress. yay! HOWEVER ... after your LAST update... V1.0.7 now the shop wipes on EVERY RESTART. I restart nightly, and so far I've had to fix the empty shop twice since yesterday. Once when I applied your update, it wiped the shop... and then again this morning after last nights restart. So not only did you NOT fix the issue, its worse now with whatever you did. *sigh* ... Where as on my 10x server (4th server) I have David's original SHOP plugin as I opted to leave that one for now after experiencing issues with the other 3 ... and its still chugging along just fine, no issues and have never had an issue with it... seriously dude, love what you're doing here but I've been dealing with this shop wiping BS since this plugin first came out.. and once or twice fixing it a month, not an issue... but if I have to fix it every morning now. Grrr lol
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Then I can only assume its part of the original problem, where NOT ALL ITEMS are being given on kit redemption. I am using the latest version, I literally apply your updates as they come out.
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I've had 2 complaints now since Thursday, not sure if related to the Oct update or if this has always been an issue, and why some items just don't get given on KIT redeem ... but if a player doesn't have enough inventory slots the kit still seems to redeem ... at least this is what I was told.... and some items just don't get given. I had another player today report this problem. I confirmed the items didn't just go into his backpack (backpack plugin, not in-game backpack) if he had "gather" enabled on his backpack. He believes he didn't have enough slots, hence why he didn't get all items. But I know this random item missing nonsense has been an issue since DAY 1 of this plugin release. Fingers crossed you can actually get this figured out sometime SOON! I was under the impression a KIT would not redeem if inventory did not have enough space, but is it possible your plugin doesn't account for or is conflicting with the BACKPACK space, and will redeem if it believes backpack space is included as free space in main inventory, maybe this is why certain items disappear? IE. Player has backpack, has "gather" set in his backpack so all existing items that are in his backpack... continue going into backpack. They redeem a kit, most items go straight into inventory but maybe if they have for example some 5.56 in their backpack, then the 5.56 that comes with the kit, doesn't actually go into main inventory because backpack will try and put it into the backpack, but maybe your KIT Controller doesn't know how to allocate or place it there, so doesn't give it at all? I don't know man, grasping at straws here... you're the DEV and all I know is this has been an outstanding issue for awhile now and I'm not the only one experiencing it. So maybe the correlation is servers that use Backpack plugin to provide additional space, and its that additional space that's fckin your plugin up on some redeems?
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Well written response @The_Kiiiing and handled really well. I must admit I'm a little sad about losing furnace, recycler, airdrop handling in this plugin as its better IMO to have 1 plugin vs 4 - 5 to do the same but its not the end of the world... switching back to the existing free plugins that handle this is just a minor set back that requires 10 - 15 minutes of setup but definitely not a reason to be crying over. lol As for refunds... you nailed it. There is zero reason anyone should be asking for a refund and or imply they're going to do a charge back and I can only hope the owner / admin of this site takes appropriate action if this clown invokes a childish charge back. Don't get discouraged with the negativity, you sir by far IMO have one of the best loot management plugins available to date. The in-game ability to update loot on the fly with an easy to navigate GUI... all without having to bounce out of game... the best.
- 1,039 comments
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- 1
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- #loot
- #customloot
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4 servers, each one of them have the same issue... the config is pretty well default as it works straight out of the box with little to no modifications. Every server, melee weapons do NOT give XP ... but shooting the barrel, does... and you cannot replicate, everything is working on your end when smacking barrels XP wise? I can uninstall the plugin completely, and start all over ... maybe something not right with the upgrade if old data files and configs aren't cleared out but seems little odd that I have the problem and no one else does, and I've not changed anything. lol