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Everything posted by Kobani
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The new industrial doors do not appear to be supported by the automatic closing feature yet. Could you please add these doors so they can also close automatically? Additionally, the doors are also not closing again when they are opened using the HornDoors 1.0.2 plugin. This plugin is available on Codefling and is free. Could you please also check this case and adjust the automatic closing functionality accordingly?
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Hello, I wanted to kindly follow up regarding this issue, as my original report is now about 6 months old. The problem with upgrading building parts still occurs whenever the CreativeMode player flag is enabled. As described before, the upgrade sound plays, but the building piece remains Twig and is not actually upgraded. At the time, you mentioned that you would look into it, so I wanted to ask if there has been any progress or if there is currently any workaround planned for plugins using: player.SetPlayerFlag(BasePlayer.PlayerFlags.CreativeMode, true); I would appreciate a short update, as this issue is still affecting my server and I would really like to use the plugin on our server. Thank you.
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The industrial door is currently not functioning with the automatic closing feature.
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Could you add the new Industrial Decor Pack Items?
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It seems to happen only sporadically and not for every player. Unfortunately, there are currently no related error messages in the console. We will definitely keep monitoring it and try to narrow down the cause more precisely.
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It appears to occur sporadically after a server restart.
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Hello, could it be that the pumps are currently bugged? I’ve now had the issue twice where, after some time, they stop producing fresh water and suddenly start pumping salt water instead. When the pumps are replaced, everything works normally again afterward. Could you please look into this?
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If a player has an active cooldown and tries to buy a raid base through the UI, the remaining cooldown time should be shown in chat. Currently, nothing happens, which confuses players.
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@nivexSince the last update, the cooldown message is no longer visible.
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Error while compiling MushroomEvent: 'StringView' does not contain a definition for 'All' and no accessible extension method 'All' accepting a first argument of type 'StringView' could be found (are you missing a using directive or an assembly reference?) | Line: 1317, Pos: 30
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@David The button to return to the category via the welcome panel no longer works since the update of your plugin.
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Error while compiling PogoStick: 'PhysicMaterialCombine' is obsolete: 'PhysicMaterialCombine has been renamed to PhysicsMaterialCombine. Please use PhysicsMaterialCombine instead. (UnityUpgradable) -> PhysicsMaterialCombine' | Line: 354, Pos: 60
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Error while compiling JetPack: 'PhysicMaterialCombine' is obsolete: 'PhysicMaterialCombine has been renamed to PhysicsMaterialCombine. Please use PhysicsMaterialCombine instead. (UnityUpgradable) -> PhysicsMaterialCombine' | Line: 627, Pos: 60
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Would it be possible to add an option to manually adjust its position, for example via the config? This would allow setting custom values depending on the door type. For the Garage Door, values like the following would work well: -0.25f, 2.96f, 1.26f This way, the door closer would be visible to players and could also be picked up again.
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Thanks Right, I meant the door closer. Sorry
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@Scalbox The lock is in the way on the new hatches.
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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