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BetterDeadThanZed

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Everything posted by BetterDeadThanZed

  1. Make sure "Peacekeeper" is false in the NPC configuration.
  2. Is each function configurable? For example, if I want players to be able to only wipe blueprints, can I disable the other options?
  3. BetterDeadThanZed

    Error

    Updated this and now I'm seeing this in my console: StackModifier v2.0.3: Failed to call hook OnItemAddedToContainer(ItemContainer, Item): System.NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.StackModifier.OnItemAddedToContainer (ItemContainer container, Item item) [0x00036] in <58d3657dbf864677bf9898ad5013d42f>:0 at Oxide.Plugins.StackModifier.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00b54] in <58d3657dbf864677bf9898ad5013d42f>:0 at OxidePerfCounter.main.HookPerformance (Oxide.Core.Plugins.HookMethod method, System.Object[] args, Oxide.Plugins.CSharpPlugin __instance, System.Object& __result) [0x0009c] in <b3fa7a63aa764ffb9f048e13be62c298>:0
    I used to use a multi plugin based system for authenticating/linking my players. It was cumbersome and sometimes didn't work. The rumor was that it also was a resource hog. I started to look for an alternative when I came across Social Link. The dev has moved to a new site/platform for running this, so this plugin is outdated, but I have to say that this linking system is the gold standard for linking! The website is so easy to use and getting this set up was so easy. Now I have a professional site for my players to link through. It's awesome!
  4. BetterDeadThanZed

    Trouble loading

    I just bought this and when I load it, I see this in the console: Oxide.Ext.Chaos is referenced by LinkReminder plugin but is not loaded What is this? There's no reference to that in the plugin description.
  5. BetterDeadThanZed

    LSkins

    Update is working for me. @LAGZYAIs there any plan to add support for reskinning building (adobe)?
  6. BetterDeadThanZed

    LSkins

    Well, at least I have Skinbox as a backup if needed...
  7. This is the reply from the dev of those plugins: "Depends how he handles it. If it is done when OnEntityTakeDamage is triggered, it should work fine as I don't return a non-null value (I simply scale the damage to 0)." You'll understand his response better than me. Does that mean that your plugin would play nice with the others?
  8. I'd like to try to find out about this. I also found out that Epic Loot has a gear set that prevents damage. I am wondering how the chance of a broken leg is determined. If fall damage is prevented by either Skill Tree or Epic Loot, will it prevent a broken leg? I don't know for sure how these two plugins handle fall damage, if the player is damaged and instantly healed or if there's some other mechanic that prevents the damage all together.
  9. Has this been evaluated for conflicts with Skill Tree, which has a medical section? Any known conflicts? For example, you can break your leg in this plugin, but Skill Tree has a perk that prevents fall damage, so will that prevent a broken leg?
  10. Prior to this plugin, I used another plugin that limited entities. This other plugin worked a bit different from this one. For example, two players, having separate build limits, could build on the same TC up to their build limits. So, if these players each had a limit of 50 foundations, the two could build 100 foundations on one TC. This plugin obviously works different. However, if prior to me having this plugin, the above situation happened (100 foundations on one TC), then I switched to this plugin and it limited the players to 50 foundations per TC, would the excess foundations be removed/decayed due to the way this plugin limits entites?
  11. Thanks for the fast reply. So, if the owner of a base places 25 foundations and they are limited to 50, then any other players that are authed on the TC will only be able to place up to 25 more foundations (the owner's limit)?
  12. Is there a way to limit prefabs based on a "wildcard"? For example, I'd like to restrict the number of foundations a player can place, regardless of the type of foundation. In other words, if I want a foundation limit of 50, I want the player to be able to place 50 regular foundations, 50 triangle foundations, 25 of each, whatever they want. Also, just to confirm, the foundation limits are based on TC, right? So if there's a limit of 50 foundations and 2 players build foundations, it'll still be limited to 50 total due to the TC?
  13. Your video appears to be zoomed in. It doesn't show the whole screen.
  14. Do you have screenshots of the insides of these bases?
  15. Yes, I posted that back in January. I've been using this a few months now. 🙂
  16. Don't you think by using the same name as the one on umod, that you'll create confusion?
  17. Also, If a player dies in a locked monument and they aren't on the same team as the player that locked it, they can't access their body's loot.
  18. Should the monuments unlock if the player it's locked to dies?
  19. BetterDeadThanZed

    Error in console

    I just noticed this in my console: Error while compiling: PatrolHeliRework.cs(303,65): error CS1739: The best overloaded method match for `Oxide.Plugins.CSharpPlugin.LogToFile(string, string, Oxide.Core.Plugins.Plugin, bool, bool)' does not contain a parameter named `timeStamp' I am not sure if the plugin is actually working and just throwing the error or not. I haven't had time to test it.
  20. I revise my statement. The plugin works to the extent where the drone can't be picked up anymore, and the chairs are spawning, but after you select your destination, it doesn't go anywhere but takes 1 scrap every second until you jump off.
  21. With the last Rust update, if you get on the drone taxi, and select your destination, it takes the scrap away from you every second, but it doesn't go anywhere. Also, can we please get a setting that allows us to fly over/to monuments?
  22. Plugin's never worked correctly for me. I've been able to pick up the drone and a lot of the time, the seats are invisible.
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