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Kobani

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Everything posted by Kobani

  1. Kobani

    Chinooks drop out of the train

    I just received the test version, and the issue has been resolved. Thank you anyway for your support.
  2. Kobani

    Chinooks drop out of the train

    @adam Just a quick update from my side: I’ve now also noticed that the issue affects not only Armored Train, but also the Convoy event. When HeliSignals is loaded, the locked crate in Convoy doesn’t appear at all. I'm using the latest plugin versions as of July 29, 6:00 p.m. I've also informed the developer of HeliSignals Just wanted to clarify that so it can be taken into account during debugging. Sputnik is also affected. Sorry.
  3. Hi, I've discovered a conflict that occurs when your plugin HeliSignals is loaded. As soon as it's active, the locked crates in the Convoy and Armored Train plugins stop working properly: In the Convoy event, the locked crate doesn't appear at all. In Armored Train, the crate is bugged – it's either misplaced or not functioning correctly. As soon as HeliSignals is unloaded, both events work as expected again. Would be great if you could take a look. Thanks! I use all current versions as of July 29 at 6:00 p.m. Sputnik is also affected. Sorry.
  4. Kobani

    Chinooks drop out of the train

    I am already using the latest version. 1.2.29
  5. Kobani

    Shop UI

    @David Hi David, I would also greatly appreciate it if you could consider adding an option that allows players to only see or purchase items in the shop if they actually own them — either through DLCs or individual purchases. Another player already brought this up, and I fully agree with their suggestion. Especially with the recent Terms of Service update from Facepunch, such a feature would help ensure the shop remains fully usable while staying compliant with the new rules. Even if you decide not to implement it, I’d really appreciate a short response so we know whether there’s a chance this might be added — or if we should start looking into alternative solutions. Thanks again for your work on the plugin! Best regards, Michael / Kobani
  6. Kobani

    Chinooks drop out of the train

    Hello, yes, I can confirm that when I unload the Heli Signals plugin, everything works fine again — the issue no longer occurs. So it does seem to be the cause of the problem.
  7. @MeventSupport I'm just a beginner, so maybe this isn't helpful — but maybe something like this could work: private bool PlayerOwnsSkin(BasePlayer player, ulong skinId) { return player?.blueprints?.steamInventory?.HasItem((int)skinId) ?? false; } It checks if the player owns a specific skin, so you could filter the visible ones. But I guess you probably already know that. I hope you find a good solution!
  8. Kobani

    Chinooks drop out of the train

    @adam Same here
  9. Kobani

    LSkins

    Would it be possible to also display only the approved skins that the player actually owns? For example, could something like the following method be used to check skin ownership? private bool PlayerOwnsSkin(BasePlayer player, ulong skinId) { return player?.blueprints?.steamInventory?.HasItem((int)skinId) ?? false; } So it's not quite so empty?
  10. Kobani

    LSkins

    Hi, do you think the update will be ready sometime this week, or is that unlikely? We're hoping to test it before the wipe in two weeks. I really hope you'll find a good solution for the new rules. Thanks a lot!
  11. Kobani

    NullReferenceException

    UltimateLocker.json
  12. Kobani

    NullReferenceException

    NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.UltimateLocker.ShowLockerUI (BasePlayer player, System.Boolean hasAlpha) [0x00044] in <66bc0d129c6a4b51bd1e2e6db97b2650>:0 at Oxide.Plugins.UltimateLocker+LockerBehaviour+<RaycastLoop>d__4.MoveNext () [0x00043] in <66bc0d129c6a4b51bd1e2e6db97b2650>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <935634f5cc14479dbaa30641d55600a9>:0
  13. Kobani

    Skinner

    Hey Malkizid, Just to add: with the July 15 update, modded servers are no longer exempt — granting DLC access to players who haven’t purchased it is now explicitly forbidden across all servers, not just Community ones. This used to be a grey area, but it’s clear now. Cheers, Kobani
  14. Hey Malkizid, Just to clarify — Facepunch has now explicitly prohibited granting access to DLC for players who haven’t purchased it, and that applies to all servers, including modded servers. Previously, modded servers weren’t clearly affected, but with the latest update, they are now explicitly covered. From the updated guidelines (July 15, 2025): https://facepunch.com/legal/servers “Players must be able to freely and unconditionally access their validly purchased Facepunch DLC across all Servers.” “You must not grant access to any Facepunch DLC to players who have not validly purchased it. Servers may not bypass ownership checks or artificially enable Facepunch DLC.” The only exception is for temporary test servers. So while this may have been okay before, it’s no longer permitted — even on modded servers. Cheers, Kobani
  15. @Mevent Question about Facepunch's new DLC rules and plugin compatibility Hello! I just read the new server guidelines from Facepunch (as of July 2025). It clearly states that servers are not allowed to give players access to DLC or Facepunch-locked skins unless they actually own them. What does this mean for this plugin? Will there be a feature in the future to automatically detect and block Facepunch DLC content for players who don’t own it? Thank you in advance – I just want to make sure my server stays compliant with the rules.
  16. Kobani

    Wallpaper Planner

    Hello! I just read the new server guidelines from Facepunch (as of July 2025). It clearly states that servers are not allowed to give players access to DLC or Facepunch-locked skins unless they actually own them. What does this mean for this plugin? Will there be a feature in the future to automatically detect and block Facepunch DLC content for players who don’t own it? Thank you in advance – I just want to make sure my server stays compliant with the rules.
  17. Kobani

    Skinner

    @Whispers88 Question about Facepunch's new DLC rules and plugin compatibility Hello! I just read the new server guidelines from Facepunch (as of July 2025). It clearly states that servers are not allowed to give players access to DLC or Facepunch-locked skins unless they actually own them. What does this mean for this plugin? Will there be a feature in the future to automatically detect and block Facepunch DLC content for players who don’t own it? Thank you in advance – I just want to make sure my server stays compliant with the rules.
  18. A bug currently occurs when a vending machine with a terminal is later covered in the front upper area by a floor or another building block. If a drone is launched via the terminal under these conditions, a NullReferenceException or a similar error occurs, leading to the player being immediately disconnected from the server (client disconnect). ... disconnecting: RPC Error in Client_CloseMarketUI: Attempted to read past the end of the BufferStream at %15dcb7d4d020dec7d7ea5f88d482b3cc902e684d.%8961630192c281c30d2dd0ac96cc2b114e1636d2 () [0x00000] in <00000000000000000000000000000000>:0 at %963845a40fd2c5d478c3657952fdfb1b64e58c48.%f8a9d1422601a35dece83ecea8de20e802670242 () [0x00000] in <00000000000000000000000000000000>:0 at MarketTerminal.%721fe3d05f5fa04ca54c8f6a8c72ce34bc409347 (BaseEntity+%2668efb0358a3d288e8fa73d68f9123b276530c9 %b208841295925934eb591dd9d1bacf04daad0a27) [0x00000] in <00000000000000000000000000000000>:0 at MarketTerminal.%8f12f56b92dfcddab633b443bdcab425c565c9be (BasePlayer %220e9f0a253865374a3af6fa217519228e226735, System.UInt32 %4dc7df2dabb6b3e62cb081179134224683397ff7, %202dd77cc889a7b480a18835638b092f7ab2b1f1 %b208841295925934eb591dd9d1bacf04daad0a27) [0x00000] in <00000000000000000000000000000000>:0 at BaseEntity.%612ce7a787c16b93f36ecef7df996aab44189678 (System.UInt32 %45d28ca9142b1bc7070d69decbe3d0ea8268598f, %202dd77cc889a7b480a18835638b092f7ab2b1f1 %4ca3ab382443c8c532a4d4783d35f5b8a6f203a9) [0x00000] in <00000000000000000000000000000000>:0 at Client.%444c486e7e309cd88c3bfa4d4db31f2f3662e73b (%202dd77cc889a7b480a18835638b092f7ab2b1f1 %9fb9739a7cca74d997c67c85ea721b7f1df1e622) [0x00000] in <00000000000000000000000000000000>:0 at %cbbbdd89caac78cd0a356348522410341043ae69.%befc83facbf0dd3bf6d5c7b03bfb7cdd2f54fe36 (%963845a40fd2c5d478c3657952fdfb1b64e58c48 %83d8e0c296992e736a171cf92b65c520358f2382) [0x00000] in <00000000000000000000000000000000>:0 at %7c6941d014cf9a2576e767fb5c2ed1a3491958ea.%39ff3b807c9970c9ab0364fe062db7bd56054646 () [0x00000] in <00000000000000000000000000000000>:0 at Client.Update () [0x00000] in <00000000000000000000000000000000>:0
  19. Kobani

    I have a question

    "Would it be possible to add similar functionality for helicopters, such as: "Auto claim unowned vehicles when deploying locks": true, "Auto replace vehicle ownership when deploying locks": true I need this for compatibility with another plugin — otherwise, I’d have to keep using VehicleDeployedLocks, which would be unfortunate.
  20. There are currently no further issues. Should anything come up, I will get back to you. Thanks
  21. The following message appears sporadically in the console. Failed to call hook 'OnPlayerInput' on plugin 'UltimateLocker v1.4.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.UltimateLocker+LockerBehaviour.HandleInput (InputState input) [0x00034] in <2e2420c1f348459f8e0f72e3a89acc76>:0 at Oxide.Plugins.UltimateLocker.OnPlayerInput (BasePlayer player, InputState input) [0x0002b] in <2e2420c1f348459f8e0f72e3a89acc76>:0 at Oxide.Plugins.UltimateLocker.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x007f4] in <2e2420c1f348459f8e0f72e3a89acc76>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <d59b507fd76240e5b62228d0eae39b73>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <d59b507fd76240e5b62228d0eae39b73>:0 The second message appears when a lock is removed from the vehicle after I exit it. Tested with Minicopter, Scrap Helicopter, Attack Helicopter, and Bicycle NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.UltimateLocker.ShowLockerUI (BasePlayer player, System.Boolean hasAlpha) [0x00044] in <2e2420c1f348459f8e0f72e3a89acc76>:0 at Oxide.Plugins.UltimateLocker+LockerBehaviour+<RaycastLoop>d__4.MoveNext () [0x00043] in <2e2420c1f348459f8e0f72e3a89acc76>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <935634f5cc14479dbaa30641d55600a9>:0
  22. Hello, I hope I'm not being a bother again. I've noticed that there's also a delay when stacking items – similar to the issue with placing Codelocks in your other plugin. Sometimes it only works after the third or fourth click, which causes confusion among players, as they think it's no longer functioning. Would it be possible to improve this as well? Thank you very much in advance!
  23. It's significantly improved now, thank you!
  24. Hey, thanks so much for your effort and the excellent support – really outstanding work! Unfortunately, the latest update didn’t bring much improvement on my end. I’m hopeful that the upcoming update will fully resolve the issue. Just a small suggestion/idea: What do you think about opening the menu when a player is holding a lock and clicks the right or middle mouse button? That could make the interaction more intuitive.
  25. I previously used several other plugins, but now I only need yours – thank you for that! However, I've noticed that when placing locks manually, there is sometimes a delay – they don't always appear on the first click and may require a second or third attempt. This confuses my players, as with the previous plugins, the lock was always placed immediately on the first click. Could you please look into this?
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