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Everything posted by abcderanzi
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Hi, this plugin looks really nice! I'm thinking of buying it but I have few concern I wanted to clarify first: 1. Does this plugin override the vaniila's Cargo event? Or can both spawn at the same time? 2. Does this compatible with other plugins such as Harbor event and Water event? By compatible, I mean will this plugin crashes the other plugins?
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- 178 comments
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- #monuments lock
- #lock monument
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Hi @KpucTaJl, Question about this plugin and Convoy plugin. If convoy spawned and Player A attacked it, he will become owner. But if Player A gave up and didn't finish the Convoy, and Convoy started moving again. What will happen if Player B attack the moving Convoy? Does Convoy count Player B as the new owner or will Convoy throw warning that the event already has an owner? PS: Player A and Player B are not in the same team/clan.
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Or it might be due to item inside locker are not counted as loot. I will go ahead and try disable loot spawning inside locker and let you know. Update: I tested and looks like the locker having issue counting loot. I disabled loot from spawning in locker and base spawn with the correct loot count now.
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The timer UI is fixed in the v2.7.8! Though I noticed another issue from the new version. I have expert base profile loot amount set to 195, but some expert base spawned with only 40~50 loots, each large box only contain with 3~4 items inside. I know I can enable allow duplicate but I prefer not to have duplicated loot.
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- 226 comments
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Hi @nivex, I'm using Carbon, and not sure if the issue caused by raid base plugin or Carbon itself. But the issue is, timer UI is not updated real time. I can move it around now but the timer(and loot count) stays. It only gets updated if I move the UI. ps: I've reported same issue to Carbon discord.
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Hi, I'm having issue installing this plugin on Carbon. It was working fine on Oxide, but not on Carbon. I have MonumentFinder on latest version. This is the error its throwing me: Failed compiling '\carbon\plugins\MonumentLock.cs': 1. 'MonumentFinder' is inaccessible due to its protection level [CS0122] (MonumentLock 9 line 22) If you can help on this, it would be great.
- 178 comments
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- 1
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- #monuments lock
- #lock monument
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I might have found another issue. My map has 3 oxums, 1 of them have no door, the other 2 had doors but the codelock was still there(no event was held on these 2 oxums). 1 oxum had 1 codelock on the door, the other had 2 codelocks(shows as 1 but when I interact with it, it shows 2 "Enter Code" option. I tried with few codes but its not unlocking). I cannot remove the codelock from the door. I tried removing with admin hammer and remover tool(with admin permission), but none are working. I cannot even detect the codelock's entity with Garry's Tool, it just shows the door's entity name. and I can only remove the whole door. I attached few screenshots of the door from the oxum with 2 codelocks (The codelock shows a red dot as in door was being locked but it is not locked). Hope it might help with your fix.. Also might be unrelated but, does your plugin spawns an XOR Switch under the oxum? I was noclip around and saw there was a switch under the oxum, and it was on all 3 oxums, I cannot interact with it too.
- 86 comments
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- #gas station
- #crates
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- 86 comments
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- #gas station
- #crates
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- 86 comments
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- #gas station
- #crates
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- 86 comments
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- #gas station
- #crates
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- 31 comments
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- #underwear
- #skin
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Thanks for replying, but nevermind, my bad. I thought setting "Forced underwear skin when a player connects" to 1 will allow player to spawn with underwear they selected cause I saw we you created data file containing user's skin selection. I just saw the plugin's description. Looks like I can only set 1 underwear's ID so player can spawn with it. I'm guessing this plugin don't allow player to spawn with the skin they selected yet?
- 31 comments
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- #underwear
- #skin
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- 31 comments
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- #underwear
- #skin
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(and 1 more)
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- 86 comments
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- #gas station
- #crates
- (and 20 more)
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- 238 comments
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- 226 comments
