HighOnTek
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Everything posted by HighOnTek
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@Amino So it looks like Shop works, but everything I had preset to ACTIVE, became inactive and or disappeared out of the Shop completely with this last facepunch update. I had a backup from before the update, I copied over the Items List which had my preset prices and which items were set to be "InUse" and reloaded the plugin and it did not automatically re-add the active items or prices I had set from my data file. But if I manually add an item again, set it as active and set a price again it stays. This is going to be tedious to set it all up again, why is the plugin ignoring the Item List data file that already exists? I already tried ripping out the Shop completely, unloaded it ... deleted absolutely everything related to shop. Reloaded it... then copied over my Items List again, checked perms ... shop still shows up as empty. It's like unload and reload is ignoring my Items List. Does your plugin on load check Items List and refresh it? ... if not, then this makes sense why its ignoring my Items List file.
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07/06 12:05:36 | MissingFieldException: Field not found: ulong .BasePlayer.userID Due to: Could not find field in class 07/06 12:05:36 | MissingFieldException: Field not found: ulong .BasePlayer.userID Due to: Could not find field in class 07/06 12:05:36 | MissingFieldException: Field not found: ulong .BasePlayer.userID Due to: Could not find field in class 07/06 12:05:36 | MissingFieldException: Field not found: ulong .BasePlayer.userID Due to: Could not find field in class 07/06 12:05:36 | MissingFieldException: Field not found: ulong .BasePlayer.userID Due to: Could not find field in class 07/06 12:05:37 | MissingFieldException: Field not found: ulong .BasePlayer.userID Due to: Could not find field in class 07/06 12:05:37 | MissingFieldException: Field not found: ulong .BasePlayer.userID Due to: Could not find field in class 07/06 12:05:37 | MissingFieldException: Field not found: ulong .BasePlayer.userID Due to: Could not find field in class 07/06 12:05:38 | MissingFieldException: Field not found: ulong .BasePlayer.userID Due to: Could not find field in class 07/06 12:05:38 | MissingFieldException: Field not found: ulong .BasePlayer.userID Due to: Could not find field in class Got this after applying your latest patch, any idea why?
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I did reload it, just before I messaged with the console error. I unloaded it for now, I will reload it tomorrow and let you know if I'm still getting the errors.
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Failed to call hook 'OnWCRequestedUIPanel' on plugin 'CalendarController v1.0.0' (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 <e3aa8db986d7457ca73f10110f1283f5>:0 at Oxide.Plugins.CalendarController.UIShowDays (BasePlayer player, System.Int32 year, System.Int32 month, System.Int32 day, System.Boolean isAdmin) [0x0005d] in <73c9086abc7c475c844e2537776a4dce>:0 at Oxide.Plugins.CalendarController.UIOpenCalendar (BasePlayer player, System.Int32 index) [0x0012e] in <73c9086abc7c475c844e2537776a4dce>:0 at Oxide.Plugins.CalendarController.CMDOpenCalendar (BasePlayer player, System.String command, System.String[] args) [0x0000a] in <73c9086abc7c475c844e2537776a4dce>:0 at Oxide.Plugins.CalendarController.OnWCRequestedUIPanel (BasePlayer player, System.String panelName, System.String neededPlugin) [0x00016] in <73c9086abc7c475c844e2537776a4dce>:0 at Oxide.Plugins.CalendarController.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x001cf] in <73c9086abc7c475c844e2537776a4dce>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <795304323ac74a298b8ed190a1dfa739>: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 Getting the above error in console, don't recall seeing this prior to force wipe... is this a result of the update?
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No, doesn't look like anything is missing, I compared to a backup and they look the same except a difference in # of playeroptions, which appears to be a list by SteamID's. Any other ideas?
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After today's force wipe, shop items no longer show ... checked on 2 servers, both show the Shop GUI in the menu but none of the actual shop items are displaying.
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If you end up doing a revision at some point... players have asked for more places to build larger bases... like 5 - 10 man clan type bases. IE. shallow water that extends out a bit further in more places around the map would probably do it, maybe an larger ice lake somewhere. Right now seems to be catering to small - medium size bases only so really limits this map IMO to Official, Vanilla or 2-3x servers. Anything higher than a 3x where players tend to utilize those extra resources for larger builds, this map doesn't really accommodate. Just a thought .. some feedback. Otherwise everyone loving it.
- 13 comments
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- #custom procedural
- #custom cliffs
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(and 3 more)
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Digging the new map, looks good ... I picked it up earlier today for wipe. So far positive reviews from the players. But there is one common complaint... and maybe something to consider for future version updates... maybe leave few of those dried up creeks / streams with active fresh water so there is more pumpkins and corn. Some players like to build close to renewable food sources and this map lacks that ... unless building up around S9/S10, that's the only place I've really seen any sort of renewable pumpkin and corn food sources. But aside from that, so far so good man. Another request as well, I enjoyed playing Synecdoche one of your other maps. Why is it not here on Codefling, can you bring it here???
- 13 comments
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- 2
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- #custom procedural
- #custom cliffs
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(and 3 more)
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This issue has actually been around for at least 2 versions, just never stuck a ticket in for it... if someone who built close to any sort of mountainous terrain calls on an npc raid, some of those npc's spawn inside the terrain and attempt to continue shooting and attacking from within the terrain. Making it impossible for those players to kill all the npc's, it causes a lot of confusion. Can this be fixed please?
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Brand new server as well, no residual data from any previous wipes. Fresh install of all your plugins around WelcomeController... truly surprised you couldn't replicate. It's wipe for now, will let you know in a couple weeks if it does the same.
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Unloading and deleting worked. Thanks ... Not sure why it didn't auto delete on its own. Could it be that it attempts to delete the data file while the plugin is loaded... therefor just does what happened to me when I tried to manually do it (reloads the data) vs. unloading and deleting?
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Clear Data on Wipe is set to true... it did not clear data on wipe. I even tried deleting the statscontroller data file and reloaded and it reloaded that data file, with last wipes stats. lol What am I missing, is there a global chat command I can run to clear it when this happens?
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@AminoI recently switched to Kitcontroller... noticed though that notes do not save any TEXT that may be written on them when attached to a KIT. Previously, using free Kits plugin for my auto (spawn) kit, I had a note that would remind them to redeem free kit, visit the discord channel and had a link. Although the note shows in the spawn kit, the text I had does written in it not. Not a big deal, I can go without and just add the information into the welcome panel... but might be worth fixing / adding.
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Great plugin, and with the new addition to this plugin where you can limit the number of turrets a player or clan places, fantastic work and the dev is super quick to respond, and or listen to feedback. Look forward to seeing what else he puts out ... maybe one that limits TC's, to stop TC spamming. lol
- 87 comments
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- #auto turret interference
- #auto turret
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(and 22 more)
Tagged with:
- #auto turret interference
- #auto turret
- #turret interference
- #interference
- #auto turret no interference
- #no interference
- #turret
- #turrets
- #radius
- #turret radius
- #auto turret radius
- #autoturret
- #autoturret radius
- #autoturret interference
- #auto turret target scan
- #auto turret health
- #auto turret range
- #auto turret bullet speed
- #auto turret aim cone
- #auto turret damage scale
- #auto turrets rotation angle
- #auto turrets viewing angle
- #auto turrets target scanning
- #auto turret attack range
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- 87 comments
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- #auto turret interference
- #auto turret
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(and 22 more)
Tagged with:
- #auto turret interference
- #auto turret
- #turret interference
- #interference
- #auto turret no interference
- #no interference
- #turret
- #turrets
- #radius
- #turret radius
- #auto turret radius
- #autoturret
- #autoturret radius
- #autoturret interference
- #auto turret target scan
- #auto turret health
- #auto turret range
- #auto turret bullet speed
- #auto turret aim cone
- #auto turret damage scale
- #auto turrets rotation angle
- #auto turrets viewing angle
- #auto turrets target scanning
- #auto turret attack range
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I'll be implementing the new limits this FW on my 10x, please let me know if I understand this correctly. But my below configuration basically allows. 40 Turrets, within 40 radius ... but if they only do say 40 on 1 base, they can go and do another 40 on a second or third (raid) base... giving them a max of 80, and no more than that. Correct? I suspect this is correct, but looking for confirmation in case it doesn't work this way on Thursday and I see players with 200 - 300+ turrets again. lol "RolePermission": { "default": { "Force the maximum number of Auto Turrets for player or entire clan/team (-1 no limit). Default -1": 80, "Player Auto Turrets without interference limit": 40, "Radius within which the system checks for other turrets (lower = more turrets)": 40 }, "vip1": { "Force the maximum number of Auto Turrets for player or entire clan/team (-1 no limit). Default -1": 120, "Player Auto Turrets without interference limit": 80, "Radius within which the system checks for other turrets (lower = more turrets)": 40 }, "vip2": { "Force the maximum number of Auto Turrets for player or entire clan/team (-1 no limit). Default -1": 120, "Player Auto Turrets without interference limit": 80, "Radius within which the system checks for other turrets (lower = more turrets)": 40 }, "vip3": { "Force the maximum number of Auto Turrets for player or entire clan/team (-1 no limit). Default -1": 120, "Player Auto Turrets without interference limit": 80, "Radius within which the system checks for other turrets (lower = more turrets)": 40
- 87 comments
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- #auto turret interference
- #auto turret
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(and 22 more)
Tagged with:
- #auto turret interference
- #auto turret
- #turret interference
- #interference
- #auto turret no interference
- #no interference
- #turret
- #turrets
- #radius
- #turret radius
- #auto turret radius
- #autoturret
- #autoturret radius
- #autoturret interference
- #auto turret target scan
- #auto turret health
- #auto turret range
- #auto turret bullet speed
- #auto turret aim cone
- #auto turret damage scale
- #auto turrets rotation angle
- #auto turrets viewing angle
- #auto turrets target scanning
- #auto turret attack range
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The Max Protected Time (hours) setting does not appear to be working, or stops working at some point. This issue has been raised to me now, on 2 different servers. If it helps, I've included my configuration below. Basically the way I configured this ... online protection is 0%, person can be raided 24/7 if they're online. Offline protection though is set to 100% after 5 minutes of the player(s) logging off (15min if they're taking damage). The offline protection though is supposed to be a max of 24 hours if they've not logged back in, within that time frame... and if they log back in, it renews the 24 hour protection. That is my understanding of the below configuration setup. However 24 hours comes and goes, the base is still 100% protected. I've tested this on bases where players haven't logged in over 5 days and they were still 100% protected from offline raids. { "Enable Logging": false, "Enable Ledger": true, "Enable Console Messages": true, "Chat Message Icon ID": 0, "Commands": { "Admin": "tc", "Protection": "pro", "Levels": "lev" }, "Protection Settings": { "Protected entities": { "Buildings": true, "Deployables": false, "Traps": false, "Loot Nodes": false, "Authed Players": false, "Unauthed Players": false, "NPCs": false, "Animals": false, "Vehicles": false, "Horses": false, "Electrical": true }, "Protected from": { "Authorized Players": false, "Unauthorized Players": true, "Attack Heli": true, "NPCs": true }, "Protection levels": [ { "Rank": 1, "Online protection percentage (0-100)": 0.0, "Offline protection percentage (0-100)": 100.0, "Hourly cost per authorized player": 0.0, "Hourly cost per floor": 0.0, "Hourly base cost": 0.0, "Cost per damage protected": 0.0, "Max protection time (hours)": 24, "Delay for offline protection (seconds)": 300, "Delay after taking damage (seconds)": 900, "Damage resets timer when owner is offline": false, "Allow tugboat protection": true, "Founder Limit": null } ], "Admin owners removed when deauthorized": true, "Award remaining balance when cupboard destroyed": true, "Allow max deposit": true, "Allow balance withdraw": true, "Allow protection pause": true, "Panel Tabs": { "Offset X": 0, "Offset Y": 25, "Tab Width": 200 }, "Currency item (if not using ServerRewards or Economics)": "scrap", "Protect twig": true }, "Image Settings": { "Status Protected": "https://i.ibb.co/f4qRcGk/protected.png", "Status Unprotected": "https://i.ibb.co/8KHF4Bz/unprotected.png", "Status Info": "https://i.ibb.co/f9KSv7G/settings.png", "Status Toggle": "https://i.ibb.co/FmBxdDf/toggle.png", "Status Refresh": "https://i.ibb.co/r3w1NPV/refresh.png", "Info Owners": "https://i.ibb.co/mChVXHJ/key.png", "Info Costs": "https://i.ibb.co/Nrd48VW/money.png", "Info Check": "https://i.ibb.co/XbThxdm/check.png", "Info Cross": "https://i.ibb.co/6r2mx5t/cross.png" }, "Indicator Settings": { "Enabled": true, "ShowBalanceDeducted": true, "FontSize": 18, "AnchorMin": "0.80 0.9", "AnchorMax": "0.80 0.9", "OffsetMin": "0 0", "OffsetMax": "64 64" }, "Custom Status Framework Settings": { "Popup Attack Indicator": true, "Persistent Status For Owners": true, "Persistent Status For Non Owners": false, "Popup Status When Hammer Equipped": true }, "Simple Status Settings": { "Text Value": "duration", "Always Show For Owners": false, "Always Show For Non Owners": false, "Show When Holding Hammer": true, "Show When Attacking": true, "Show Balance Bleed When Attacking": true }, "Notify Settings": { "Protected Type": 0, "Unprotected Type": 0 }, "Plugin Integration": { "Economics": false, "Server Rewards": true, "Custom Status Framework": false, "Simple Status": false, "Notify": false, "Clans": true, "Abandoned Bases": false, "Skill Tree": true }, "Version": { "Major": 3, "Minor": 4, "Patch": 7 } }
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Thank you. Would it also be possible to add a minimum number of minutes a player must play in order to renew his/her raid protection if the "Max Protection Time (hours) is being used. IE. Max protection time 48 hours, but if player(s) log in to renew his 48hr protection he must play minimum 1 hour to renew. Not just login, then log out.
- 273 comments
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- #protection
- #base
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@Mr01samWould it be possible to separate stone, wood, ice external walls, from being included in building protection? Right now they appear to fall under building protection and can't be destroyed... or, alternatively add an area in the config where admins can add an exclusion list of prefabs they don't want to players to protect. Then people can add things like windmills, or whatever they want ... as those too also seem to fall under building protection as they're still protected even if electrical is set to false.
- 273 comments
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- #protection
- #base
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@CodeflingPossible to improve upon the MAPS section, allowing map devs to add more (preconfigured) tags... but also making those tags available as filter options? Example. Map dev posts new map for sale, or for free... he selects tag (1000+, 2000+, 3000+ or 4000+ for map size). Then when user is looking for a map that is within 2K - 3K they can just select filter by map size 2000+ and should see all maps within 2000 to 2999 map size. Then they can decide how to sort from there. I think this would be a great feature to help buyers narrow down maps faster, but also help sellers properly categorize the maps size wise. Adding prefab quantity as well, at least to the sort options would be GREAT !! Some buyers are looking for FPS maps, and right now it takes a very long time to just sift through map after map looking for right size and right number of prefabs.
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If someone sets up a station (computer), to sell ... do buyers need to use the same station (computer) to buy, or can players buy from any computer station they setup themselves? Hope that made sense. I just want to know if 10 players, with their own computer stations in-side own bases.... can buy and sell amongst themselves or if players can only buy from the exact same computer station that was used to sell... limiting peoples ability to buy from everyone, from a single station.