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Everything posted by rustpve
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sheesh nevermind. Just reailzed it is not Carbon Framework compatible. That's on me.
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Looks like I have to be using a UI framework. What exactly do I do with the 4 github files/zips?
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Failed compiling 'GiveItem.cs': 1. The type or namespace name 'UiFramework' does not exist in the namespace 'Oxide.Ext' (are you missing an assembly reference?) [CS0234] (GiveItem 17 line 11) 2. The type or namespace name 'UiBuilder' could not be found (are you missing a using directive or an assembly reference?) [CS0246] (GiveItem 16 line 1051) 3. The name 'BaseBuilder' does not exist in the current context [CS0103] (GiveItem 34 line 144) I'm on the Carbon Framework -- could that be the issue?
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Hey there, Everything seems to be working fine but one thing. When a player removes bags via the map (by pressing on and holding the trash icon) it doesn't actually remove a bag from the map but it does remove them from the map view. What this does is that it causes issues because you essentially lose a sleeping bag slot UNLESS you ALSO destroy the bag in-game. So there is a disconnect some how and it may be just on my PVE server but its an issue non-the-less. Hope this helps... Attached a video so you can see. sleeping bag issue.mp4
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- 3 comments
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- #temp
- #temperature
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- 127 comments
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- #jtedal
- #mad mappers
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VirtualQuarries.cs 1550:55 'PlayerInventory' does not contain a definition for 'AllItems' and no accessible extension method 'AllItems' accepting a first argument of type 'Playe... rInventory' could be found (are you missing a using directive or an assembly reference?) changed the AllItems to containerMain.itemList Worked.
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[Info("VirtualQuarries", "ThePitereq", "2.4.5")] Looks like that's the latest one I'm using.
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CS1061: 'PlayerInventory' does not contain a definition for 'AllItems' and no accessible extension method 'AllItems' accepting a first argument of type 'PlayerInventory' could be found (are you missing a using directive or an assembly reference?) Line: 1550 Column: 55
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Hey there, not sure you support updates for Carbon but just fyi, it's not working on the Carbon framework.
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Yay, adding "marketterminal" worked!
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I'm using Corbon and got this error when trying to give via console -- It worked via the F1 console though. marketplace.give 76561199527563137 Failed executing console command 'marketplace.give' in 'Personal Marketplace v1.2.3 by ZEODE' [callback] (Object reference not set to an instance of an object) at void Oxide.Plugins.PersonalMarketplace.ChatGiveCmd(IPlayer player, string command, string[] args) in /home/container/carbon/plugins/PersonalMarketplace.cs:line 860 at object System.Reflection.RuntimeMethodInfo.Invoke(object obj, BindingFlags invokeAttr, Binder binder, object[] parameters, CultureInfo culture)
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That worked for now. Wish we had it to automatically reset on wipe or to have the option in config.
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Would like an update for this too.
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Add admin chat or console commands to release all horses for a specific player?
rustpve replied to Flint Monkey's Support Request in Support
I'm also running into an issue where when I wipe the server players can't claim more horses because they have slots taken up even though its a new wipe. Is there a way to clear automatically with each wipe? -
How can we make it so that they don't show up in circulation (loot tables at all)? I don't want them to be able to find these. I want to be able to give them as gifts only.
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got the plugin and tested. super fun. one question though... is there a way to make it so that attacks only occur once event is attacked by player/team? For instance I don't want random naked getting killed at harbor. Attacks should only start when attacked and only to the player or team involved. Thanks,
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got the plugin and tested. super fun. one question though... is there a way to make it so that attacks only occur once event is attacked by player/team? For instance I don't want random naked getting killed at harbor. Attacks should only start when attacked and only to the player or team involved. Thanks,
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got the plugin and tested. super fun. one question though... is there a way to make it so that attacks only occur once event is attacked by player/team? For instance I don't want random naked getting killed at harbor. Attacks should only start when attacked and only to the player or team involved. Thanks,