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BetterDeadThanZed

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Everything posted by BetterDeadThanZed

  1. It seems that the relationship between events and this plugin might not be working right. I've tested this with the Power Plant event and the Harbor event. At first, I was able to become owner of the Power Plant event and when I tried to become owner of the monument, it said I already owned a monument. I ended the Power Plant event and reloaded this plugin. I started the Harbor event and killed some NPC's and the bradley but never got the notice that I was the owner of the event. I was able to become the owner of the monument after that. Also, Sewer Branch isn't covered by this plugin. Is that intentional?
  2. I didn't want to clutter Discord with this because there's no dedicated support channel there. Some suggestions: If a player meets the requirements to unlock a monument, but already has another monument locked, that other monument automatically unlocks. If a player loots, swipes or kills outside of a monument they locked, they lose the monument lock. Make the appearance of the dome over the monuments optional. Possible bug: You stated in Discord that events should disable the plugin. I tested this with the Harbor Event plugin and I was able to become the owner of the Harbor while the Harbor Event was active.
  3. Another issue. If I set this: "Enable access via chat command": false, Then the Marketplace box doesn't appear on the computer terminal.
  4. BetterDeadThanZed

    Blank screen

    When I open the Marketplace, this is what I get.
  5. I just realized this uses the same command (/marketplace) and permissions as the Personal Marketplace plugin.
  6. How do you use this with the computer station? Also, when I use Permissions Manager, it shows use, admin, craft, deploy and pickup permissions, not just the use permission.
  7. BetterDeadThanZed

    Keanland

    I haven't tried it again. I can only assume this map is dead.
  8. BetterDeadThanZed

    images fail

    I just came here to report the same thing. Does anyone know what the dev's Discord is?
    A very well made monument, easy to add to my map. I'm sure my players are going to love it!
  9. Make sure "Peacekeeper" is false in the NPC configuration.
  10. Is each function configurable? For example, if I want players to be able to only wipe blueprints, can I disable the other options?
  11. 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!
  12. 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.
  13. BetterDeadThanZed

    LSkins

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

    LSkins

    Well, at least I have Skinbox as a backup if needed...
  15. 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?
  16. 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.
  17. 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?
  18. 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?
  19. 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)?
  20. 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?
  21. Your video appears to be zoomed in. It doesn't show the whole screen.
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