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Everything posted by BaluDog Gaming
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- 142 comments
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- #craft
- #craft menu
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Hi MTriper, thanks for the further feedback. I completely understand, hence the question. When the “craftingpanel._unlockdlc” permission is granted to the player - they get access to the DLC items regardless if they have purchased the DLC or not, correct? "Moreover, they will be available in the in-game crafting panel" - do you mean that when the “craftingpanel._unlockdlc” permission is granted to the player - they will also be able to craft the DLC items via the in game standard crafting panel?
- 142 comments
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- #craft
- #craft menu
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- 20 comments
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- 1
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- #toolcupboard
- #workbench
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(and 7 more)
Tagged with:
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Hi, one thing I noticed is that the sleeping bags and boogie boards start to separate although seems to be a rendering/distance issue. Are there any settings needed for this? Earlier the sleeping bags were far left of the boards. i.e. the boards were up against the land and the bags far left in the water. When I move further away, the bags snap over the boards, but after a while they separate again especially when getting closer. In my settings I only have the wave effect toggled. The movement and drift is disabled.
- 11 comments
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- 142 comments
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- #craft
- #craft menu
- (and 17 more)
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- 11 comments
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- 11 comments
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- 11 comments
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- 11 comments
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- 11 comments
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- 7 comments
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Hi, (disclaimer: I am most likely over thinking the approach/complexity!). I was previously using umod CraftingController although this worked for limiting items, I wasn't keen on the lack of UI feedback to players when something doesn't craft. So I had a look around at the various paid plugins and decided to purchase yours given the features available. I still wanted to limit the in game crafting options to players, so decided to use the umod NoCraft plugin since that gives an in game message to players and allows me to disable crafting all items through the in game crafting as I wanted players to use this plugin for crafting. It also means in the message I can inform players to use /craft etc instead. I was then hoping to add the items in game to this plugin as I can then modify what is needed to craft them as well as all the other features etc. However, the reason for the question was, if I add a DLC item in this plugin, it becomes available to all, right? Which would lead me to breaking ToS (my responsibility I know). I would also have to include the DLC items, as I would break ToS if these were not available to players to craft. I thought maybe I could use the DLC feature you mention in the plugin features and the permissions for this, but from what I can see, this plugin doesn't check if a player is entitled to the DLC even with the permission applied. Or am I mistaken here? So unless there is some ownership check on items, the only option I can think of for now is to: explicitly specify items in umod NoCraft, except DLC items. Players still then use in game crafting for DLC items and craft everything else (minus variations as skins) through this plugin. I understand if that is not within the scope of the plugin (all items + DLC/Skin checks) as I said earlier I am probably overthinking the approach. Thanks for the help so far!
- 142 comments
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- #craft
- #craft menu
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Hi, when installing the plugin it gives the following error in the console - [Admin] Downloaded ObjectLimiter Failed compiling 'ObjectLimiter.cs': 1. 'BaseCombatEntity' does not contain a definition for 'CanPickup' and no accessible extension method 'CanPickup' accepting a first argument of type 'BaseCombatEntity' could be found (are you missing a using directive or an assembly reference?) [CS1061] (ObjectLimiter 73 line 504)
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Hi, when installing the plugin it gives the following error in the console - [Admin] Downloaded ObjectLimiter Failed compiling 'ObjectLimiter.cs': 1. 'BaseCombatEntity' does not contain a definition for 'CanPickup' and no accessible extension method 'CanPickup' accepting a first argument of type 'BaseCombatEntity' could be found (are you missing a using directive or an assembly reference?) [CS1061] (ObjectLimiter 73 line 504)
- 7 comments
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- 142 comments
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- 1
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- #craft
- #craft menu
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Hello, I have recently used the plugin and having a small issue where once the jet pack is activated, after a period of time, the jet pack just stops. It will only activate again when the jetpack is moved back to inventory and then equipped again. I have it set so that I can activate it once it is placed in the clothing inventory. I am using the latest Carbon version. I am not getting any errors in the console/logs.
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- 142 comments
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- #craft
- #craft menu
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Ok. Thanks
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Ah wasn't aware the code was protected, I'm using Carbon framework. It won't support that? Or is it possible to have a version of the plugin without the protection to use?
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Ah wasn't aware the code was protected, I'm using Carbon framework. It won't support that?
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Just bought and uploaded the plugin. But the contents of the file isn't valid? Just has a lot of this in the file.