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Everything posted by Trenyc
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- 655 comments
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- #shop
- #shop ui
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(and 25 more)
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
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- 655 comments
-
- #shop
- #shop ui
-
(and 25 more)
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
-
- 655 comments
-
- #shop
- #shop ui
-
(and 25 more)
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
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Not Receiving Code When Ballas Are Killed
Trenyc replied to LandOfTheBlind's Support Request in Support
If the GUI shouldn't be disabled, there shouldn't be an option to disable it... That said, the code at least could be printed to chat similarly to the message that gets printed when you kill all the attackers (the one that tells you the basement is unlocked). -
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Hi! One ability I'd like to have in my shop is the ability to hide an item from a player who has one of a set of permissions. I would like this feature to enable the shop selling tiered content from another plugin. If a player already owns tier 1, I don't want to display the Tier 1 or Tier 3 options because purchasing them would be wasteful in the first case and content skipping in the second. An array of permissions that are prohibited from buying an item would solve this problem. Kindly for your consideration. Thank you!
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I'm seeing the below exception in my game logs every time a Radiable Base base spawns. Failed to call hook 'OnRaidableBaseStarted' on plugin 'XPerienceAddon v1.5.500' (InvalidOperationException: Sequence contains no elements) at System.Linq.Enumerable.Last[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00010] in <d61464951b0243f18092630834a7bf18>:0 at Oxide.Plugins.XPerienceAddon.AddRaidData (UnityEngine.Vector3 Location, System.String BaseName, System.Int32 mode, System.Boolean allowPVP, System.String id, System.Single spawnTime, System.Single despawnTime, System.Single loadTime, System.UInt64 ownerId, System.Collections.Generic.List`1[T] raiders, System.DateTime spawnDateTime, System.DateTime despawnDateTime) [0x0003d] in <1ba226d00b8c4394b3339b265a87dfc3>:0 at Oxide.Plugins.XPerienceAddon.OnRaidableBaseStarted (UnityEngine.Vector3 Location, System.Int32 mode, System.Boolean allowPVP, System.String id, System.Single spawnTime, System.Single despawnTime, System.Single loadTime, System.UInt64 ownerId, BasePlayer owner, System.Collections.Generic.List`1[T] raiders, System.Collections.Generic.List`1[T] intruders, System.Collections.Generic.List`1[T] entities, System.String BaseName, System.DateTime spawnDateTime, System.DateTime despawnDateTime) [0x00048] in <1ba226d00b8c4394b3339b265a87dfc3>:0 at Oxide.Plugins.XPerienceAddon.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0549c] in <1ba226d00b8c4394b3339b265a87dfc3>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <cd9a02fd331347bd82d550bb1a9c8e9f>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <b76ec77c47d1449e92b2baab8603843d>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <b76ec77c47d1449e92b2baab8603843d>:0 I don't know what the impact of this issue is yet. Still tweaking Raidable Bases for my server.
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Hey, the smoke rocket is working great! I still seem to take 5 damage if it blows up under my bum, but that only happens if I aim directly at the ground or for some reason sometimes when I aim straight at zenith (directly up). That seems fine as it's nowhere near enough to kill me, especially since we use XPerience on our server and the Strength stat from that one gives a bonus hp buffer. Now one thing I'm wondering... Could you possibly consider moving as many of the configuration options for how the glider performs to permissions? This could be a rewarding system for players who earn access to higher tiers and would let administrators set different values for things like thrust amount, afterburner lift, fuel consumption, etc. for different groups.
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Ok it worked after typing /jet but no indication of this was put in chat so I didn't know until I tried. However when flying with jetpack, another problem related to Paraglide arises. It's not possible to deploy the parachute. Is there any possible way to allow deploying the parachute while jetpacking?
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Hi, I bought this just yesterday and am trying to get it working. I gave myself permission and spawned myself a jetpack. Then I equipped it. After equipping it, I'm having problems getting it to do anything. * The /jet command doesn't appear to do anything * Middle mouse button triggers the Paraglide action but doesn't do anything for Jetpack * Space does not activate the jetpack Perhaps a way to specify what button to use to activate the jetpack would be helpful.
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The update is working great for the most part! Thank you! The ability to choose a bed and jet drop only on Respawn when spawn drop is enabled is a much nicer approach, and auto deploy after launching is greaaaattt! One thing that seems like maybe a bug is the chute doesn't auto deploy for respawn jet drops. Also with "spawn with parachute" granted, I'm usually not spawning with a parachute. Ironically this seems to happen more reliably when I die from falling damage.