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imthenewguy

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Everything posted by imthenewguy

  1. Latest version has it fixed. Requires a reload after being initially loaded for the first time to fix the issue.
  2. Do you have the itemperks.enhance permission?
  3. imthenewguy

    Cooking

    Update the config to reflect this.
  4. Yeah the "Leave the fk alone" is none. If you want to tinker with things like this, just back up your config and data files and you are golden. If it doesn't behave the way you want it to and messes up your files, reload the backups.
  5. It wasn't meant to be a feature. I didn't anticipate the beehive spawning when placing trees, so I'm considering it a bug.
  6. Ill remove hive spawning from DN trees. It's a way to give infinite wax by deploying and picking up the trees until they spawn a hive.
  7. Please submit a support request.
  8. You must be in a location where DropBox isn't accessible, or your server might now allow remote downloads. I will pm the json file to you. Pop it into the ZombieInfection folder.
  9. Go to oxide/data/ZombieInfection/ Are there any json files in there? If so, what files?
  10. Use the command: zistart zi_world_2_0_3
  11. Easiest way to enforce that is to change the prefab to something that can only be deployed on a building block.
  12. In the config: "Base the crafting xp on the time it takes to craft the item? [false will use blueprint craft time]"
  13. Ahh yeah i don't check these forums. If the issue is still there submit a support ticket and i can assist.
  14. Has been a wild ride so far!
  15. My plugin doesn't handle Epic scrap from dropping in containers. You will need to add it to a loot plugin in order for it to be added to the loot container.
  16. imthenewguy

    Real PvE

    I have already said I understand why you don't want to use CallHook whenever something takes damage; it's very heavy, even when nothing is subscribed to it. It is the same reason I do not want to use it in my plugin for this use case, because few (if any) plugins besides yours listen to the OnPlayerEnterPVP and OnPlayerExitPVP hooks, so I need to either: a) Call the hook anyway, which takes up hooktime even if no plugin is actually subscribed to it (in oxide at least, I don't think Carbon has that issue). b) Reference your plugin and any other plugin that handles it in the same way, to see if they are loaded and determine if I should call that hook, which at that point I might as well use the way more efficient HookMethod. My plugin does not run 24/7, but it can run a number of times over the course of a day depending on the config. Also it would add significant hooktimes having to use CallHook for every single player at the event in a single game tick when the event begins, because PVP isn't enabled until the game actually begins. HookMethods are a much more efficient way to integrate with your plugin so I will use those until a standard arrives that works with the MAJORITY of PVE plugins.
  17. imthenewguy

    Real PvE

    The part where you don't want to call a hook whenever damage is done make sense, I am not debating that. The part that doesn't is the way other plugins need to interact with yours. If we are going down the road of efficiency, it is more efficient to call a hookmethod as it takes significantly less time to call than CallHook does. This is especially the case for oxide as I believe it still calls the hook, even if no other plugin is subscribed (unless they changed how that works). What other PVE plugin subscribes to OnPlayerEnterPVP and OnPlayerExitPVP hooks? TruePVE (which is the most popular) doesn't, and I can't see any documentation that refers to it's usage in SimplePVE, War Mode or PVEMode that show usage of those hooks. Do you have a hookmethod that I can call that functions similar to OnPlayerEnterPVP and OnPlayerExitPVP so I can register the players in my event for PVP? I am happy to check if your plugin is loaded and call the hookmethods directly if this is the case. I am not going to be calling a hook that "maybe" might be subscribed by one plugin in the instance that the server is running your plugin, so if not, I will just make this as non-compatible with my PVP events.
  18. imthenewguy

    Real PvE

    Yeah I don't remember speaking about it. I am sure we did, but I don't remember it lol. If I understand correctly from the documentation, you want me to do a CallHook for every player that has joined the event, and again when they leave? That's wildly inefficient. Are the methods registered as HookMethods by chance, or do you have a HookMethod I can call instead? That uses a lot less resource. I have to reference your plugin anyway, so might as well use a HookMethod rather than CallHook.
  19. No idea, I don't use ZoneManager. I just know that it sends a string, so whatever the string value (which I assume is the name) is.
  20. imthenewguy

    Real PvE

    Hey mate can you add a hook call to allow plugins to prevent your plugin from stopping damage? The standard is calling CanEntityTakeDamage to determine if your plugin should handle it. object CanEntityTakeDamage(BasePlayer victim, HitInfo info)
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