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Everything posted by BR_Rust_Nation
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- 335 comments
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- #building
- #foundation
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(and 27 more)
Tagged with:
- #building
- #foundation
- #tool
- #tools
- #ui
- #upgrading
- #remove
- #upgrade
- #blocks
- #clans
- #friends
- #noescape
- #interface
- #hud
- #build skins
- #grade
- #gredable bases
- #grade rust bases
- #build system
- #upgrade buildings
- #remove structures
- #downgrade structures
- #base customization
- #best grade plugin
- #build plugin by mevent
- #reskin
- #bgrade
- #skins
- #building skins
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I asked multiple times to the player in question if he had deactivated it, and he said yes. He was probably doing something wrong, so faced with his feedback, I remembered that this used to happen during the Adobe skin release. I thought it might be happening again due to the brick not being active. My mistake.
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The lack of update is causing a bigger issue. The fact that the brick is not on the Building Skins list is making the Building Skins system prevent a player who has the Brick DLC from using it. So, if a player uses the /bskin command in a wipe and acquires the DLC in the same wipe, since it's not available in /bskin, the system won't recognize it as a valid skin. This will result in the player being unable to use the brick skin. Therefore, it seems that the solution will be to remove this plugin until something happens.
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The guarded-crate is an event that spawns a locked crate protected by NPCs with varying difficulties. Can the Monument Owner also be used for events, correct? And what if the monument owner could create a dome within the events generated by the guarded-crate? This could block the event access to only those who triggered it, or even prevent someone from attacking the NPCs from a great distance. So, it might not be within the nature of the monument owner to perform this role. Perhaps this would be better suited for a new plugin that handles events.
- 233 comments
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- #jtedal
- #mad mappers
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(and 7 more)
Tagged with:
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- 335 comments
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- #building
- #foundation
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(and 27 more)
Tagged with:
- #building
- #foundation
- #tool
- #tools
- #ui
- #upgrading
- #remove
- #upgrade
- #blocks
- #clans
- #friends
- #noescape
- #interface
- #hud
- #build skins
- #grade
- #gredable bases
- #grade rust bases
- #build system
- #upgrade buildings
- #remove structures
- #downgrade structures
- #base customization
- #best grade plugin
- #build plugin by mevent
- #reskin
- #bgrade
- #skins
- #building skins
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- 233 comments
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- #jtedal
- #mad mappers
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(and 7 more)
Tagged with:
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I believe he would like to create protection for the supply signal thrown by a player, and perhaps even for those that spawn across the map. There truly isn't a plugin that accomplishes this effectively; the existing ones only offer protection until the player opens and closes it, creating an opportunity for other players to pilfer the remaining items. I'm uncertain whether this would be feasible in terms of performance. Maybe this could become a new plugin... I'd be willing to pay for it. A "SupplyOwner" plugin haha.
- 233 comments
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- #jtedal
- #mad mappers
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(and 7 more)
Tagged with:
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Is there any way for the train to only attack those who attack it? For example, if player 1 attacks, and player 2 is nearby, currently player 2 is also attacked. In the PVE mode settings, it says that it works like that, but it doesn't seem to be working correctly, or does it only work when the player triggers the event? Why did I have to increase the amount of damage to become the owner in order to prevent players from trolling the event? Is it possible to implement an alert when the player is on cooldown? Because players in cooldown are being kicked out, but there is always confusion as to why there is no notification.
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I believe that even though there are options to have PvP in the event and I don't use them because it's a 100% PvE server, implementing a block would be a personal matter, just like PvP, and would serve as a warning to people about the issue with its use. If the decision were solely based on thinking it doesn't work or personal opinion, many plugins wouldn't even exist. This function could be enabled only for abandoned bases and not player-made ones, even working exclusively in PvE. But it's okay, I respect your decision.
- 634 comments
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- #rust
- #rust plugin
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- 634 comments
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- #rust
- #rust plugin
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- 634 comments
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- #rust
- #rust plugin
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A player in question purchased the container DLC, but before buying it, they activated the bskin at some point and later deactivated it. When trying to use the purchased DLC, the system automatically transforms it into metal because the bskin is deactivated. Is there any way to implement a check to see if the person has the DLC or add a disable button to the interface? Thank you for the plugin... it's fantastic.
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I'd like to take this opportunity to report an issue. I was logged in and ended up being disconnected from the server, which resulted in the server receiving these errors. The errors only stopped after I reloaded MonumentOwner. I'm not exactly sure why this happened, but it might be related to someone becoming the owner while I was nearby. I experienced a sudden game/server crash while inside a monument, and the errors started appearing. NullReferenceException: Object reference not set to an instance of an object NullReferenceException: Object reference not set to an instance of an object NullReferenceException: Object reference not set to an instance of an object NullReferenceException: Object reference not set to an instance of an object NullReferenceException: Object reference not set to an instance of an object NullReferenceException: Object reference not set to an instance of an object NullReferenceException: Object reference not set to an instance of an object NullReferenceException: Object reference not set to an instance of an object
- 233 comments
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- #jtedal
- #mad mappers
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(and 7 more)
Tagged with:
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- 233 comments
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- 1
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- #jtedal
- #mad mappers
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(and 7 more)
Tagged with:
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Apparently, the cooldown doesn't ignore attacks coming from outside the globe, so even during cooldown, a player can attack from a distance and pull the NPCs outside. They won't be able to get the event loot, but they can still disrupt it even during cooldown. If an item is locked to the player, it could simply ignore attacks from other players until the player activates it. Once again, I'm not a programmer, but I don't think this process would work during the event convoy because, from what I understand, the convoy unloads and loads at the end of each event. So, I believe that purchasing an event by the player would always reset the event timer, preventing the event from ever happening.
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Why, from my own experience as a player on servers that have the convoy, there are often fights over who gets to do the event or players who attack the convoy without having the resources to do so. Some players like to create bases to fight against the convoy, and often it doesn't even reach that place. I understand that the "queue" can get long, but if we followed that thinking, Raidable Bases wouldn't exist either. In there, people need to wait at certain moments to do it, especially if the server has +50 players online, which requires limiting even the purchase of bases to avoid overload. It was an idea, whether it's feasible or not, I can't say. Only the one who writes the code knows. I use this purchase system with Bradley and patrol heli, and the players love it.
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If you can, implement this option using PVE Mode. In populous PVE servers, there's often a mismatch of players wanting to do the same event at the same time, and with a feature like the one I mentioned, it gives the option to sell the event for a locked spot to the player. Currently, there are still few events with this locking function for the player, which is something wonderful to offer the player the event in exchange for coins. Thank you.
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I'm looking to buy the convoy, but I have a question. Is there a chance that the option to spawn locked events for specific players will be added soon? For example, I could set up an event for sale in a shop, and when a player buys it, they would be locked to that event and only they could attack it. ex /convoystart streamid/name <name configuration>
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The plugin is wonderful. At first, it may seem difficult to configure, but with time and reading the guide, you can get everything in order. @ThePitereq did a great job and continues to do so with their wonderful support, both here and on Discord, solving issues and adding necessary improvements to Shoppy. My players loved this shop and the stock market, it opens up a wide range of possibilities.
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The selling feature could prevent selling items for 0 coins, as it currently just disappears and doesn't count for anything. Perhaps adding an alert message when the quantity is too low to sell would be great. Regarding categories, it would be interesting to have the ability to choose their order. Users could choose between a basic list or a personalized one, where they would have to input the categories manually. This would provide more freedom to create a customized marketplace.
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Is it possible to have the sale of resources take into account fractional values such as 0.0012? Currently, I sell 6 pieces of wood for 0.01 RP at a shopping center, but in Shoppy Stock, I can't set the shopping center to buy packs of 6 units for a certain value. If I enter a quantity that doesn't add up to 1 RP, it shows 0 RP, and it doesn't even register the sale if the value is less than 1 RP. I believe that blocking the sale for a minimum quantity would solve this problem, or if it were possible to set a minimum number of units for a certain value. I'm sorry if this is difficult to understand. In this case, in order to display 1 RP and register the sale, you would need to sell 625 pieces of wood. Can I choose whether custom categories can appear before others? If not, could there be such an option? Or even an option to have a category with all the items purchased by the server, not just using that mark button (sometimes people are blind and certainly many will not see that).
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I was editing the StockMarket/Config and reloading it, everything appeared to be working fine. However, when I clicked on the category that I had modified, I received an error. I waited for about 20 minutes and tried to access the category again, and it worked as if nothing had happened, with all the changes correctly applied. I tested waiting because this has happened before in a similar way. Failed to call hook 'ShoppyStockConsoleCommand' on plugin 'ShoppyStock v1.0.0' (KeyNotFoundException: The given key was not present in the dictionary.) at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in :0 at Oxide.Plugins.ShoppyStock.OpenStockMarketUI (BasePlayer player, System.String shopName, System.String search, System.String category, System.Int32 page, System.Int32 categoryPage) [0x0206f] in :0 at Oxide.Plugins.ShoppyStock.ShoppyStockConsoleCommand (ConsoleSystem+Arg arg) [0x01df4] in :0 at Oxide.Plugins.ShoppyStock.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0156f] in :0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in :0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in :0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0 Another question, I think the plugin does not support store names with correct spaces, for example X Point. I tried it and received errors, and had to use "_" instead of spaces. Can I create or edit item categories in the stock market?