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Everything posted by Kobani
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If I add the following hook to your plugin, teleports from the TeleportGUI plugin are correctly detected and the zone status display is removed when a player teleports out of a monument zone. It works, but I’m not sure if this is the best way to implement it, since I don’t have much experience. You’re the expert. I would really appreciate it if you could add this to your plugin. Thank you very much! private void OnPlayerSleepEnded(BasePlayer player) { if (player == null || !player.IsConnected) return; NextTick(() => { if (player == null || !player.IsConnected) return; foreach (var watcher in _monumentsList.Values) { if (watcher.PlayersList.Contains(player)) { if (!watcher.IsInBounds(player.transform.position)) { watcher.OnPlayerExit(player, "Teleport"); } } } }); }
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@IIIaKa Hi, just a quick follow-up regarding the OnPlayerSleepEnded idea. Would it be okay for you if I tried to test this approach directly in your plugin to see if it works in this case? Of course only with your permission. I know you’re probably busy, so no rush. I just wanted to ask before trying anything on my side.
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Yes, I’m already familiar with that. Sometimes he replies quickly at first, but then stops responding altogether. However, I might have a possible workaround. ZoneManager detects teleports by using the OnPlayerSleepEnded hook. When a player teleports with TeleportGUI, the player briefly enters a sleeping state and then wakes up again after the teleport. This wake-up triggers OnPlayerSleepEnded, which allows the teleport to be detected. ZoneManager appears to use this behavior to recognize when a player has teleported. Maybe this approach could help here.
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Hello. I have already asked the author of the TeleportGUI plugin about this. However, since you are more familiar with the plugin, it would be great if you could also request it. If there are any follow-up questions, direct contact between you and the author might be easier and faster to clarify the details. Many Thanks
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Great update – finally no more broken boxes. However, one small thing is still missing. It would be very helpful if there were an option to disable the chat messages, as they can quickly fill up the chat. I think one of the two notifications (either Chat or Toast) would be completely sufficient. Thank you in advance.
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When the bottom box of a stacked box setup is reskinned, the boxes stacked on top automatically receive the same skin as well. This seems to happen because the skin change propagates to the entire stack. Could you prevent this behavior so that only the box that is actually reskinned changes its skin, while the other boxes in the stack keep their current skins?
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@IIIaKa Players have reported that the monument indicator on the right side of the screen disappears correctly when leaving the monument normally. However, if a player teleports out of the monument zone, the indicator remains visible instead of disappearing. I use TeleportGUI from k1lly0u
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When will the problem with the train stations be resolved? Will there be an update with solutions for the remaining support tickets?
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@BlackLightning Players report, and I was able to reproduce it as well, that helicopters with floaties do not come to rest and keep moving repeatedly. Can they fix that? https://kobani.de/heli001.mp4
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@Scalbox Players have reported — and I was able to reproduce it as well — that stacked boxes are destroyed when one of them is reskinned to one of the new DLC skins. From my testing, it seems to happen most often when the bottom box in the stack is reskinned.
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It's loading, but nothing happens. No zones are displayed on the map!
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Could you add the new DLC boxes?
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Thank you for your response. I realize I may have overlooked the key bindings, so I appreciate your clarification. As I mentioned before, I am considering purchasing your sandbox. However, there are other sandboxes available with more features, so I am still a bit uncertain given the price. What I particularly appreciate about your solution is its clean, calm presentation and well-thought-out functionality. Before making a decision, I would like to know: - What features or additions are planned for the future? - How many individual plugins does your sandbox currently consist of? - How resource-intensive are these plugins, and what system requirements would you recommend? I understand these are quite a few questions, and I do not want to be impolite or a bother. It is simply important for me to make an informed decision, as the price is significant and I want to ensure the sandbox will run reliably on my server. So far, in testing, your plugin has impressed me the most. Excellent work! Thank you in advance for your time and information.
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For example, chat commands could be used there to trigger commands from other plugins, such as /remove, /rules, or /help, so players don’t have to constantly type these commands into the chat. This would also solve the ent.kill issue, as admins could integrate the Remove Tool directly. The remove button could then be placed in the tools section as well.
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I’ve just tested your plugin and noticed that “Upgrade Everything” does not work correctly when different skins are involved. Example: One part of the foundation uses the default wood skin, while another part uses the Frontier skin. When I try to upgrade everything to stone, the following happens: The default wood parts correctly upgrade to stone The Frontier parts are instead downgraded to twig, rather than upgrading to stone This behavior seems to depend on the previously applied skin and results in inconsistent upgrade outcomes.
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