Jump to content

Kobani

Member
  • Posts

    1,287
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by Kobani

  1. @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!
  2. Kobani

    Chinooks drop out of the train

    @adam Same here
  3. 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?
  4. 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!
  5. Kobani

    NullReferenceException

    UltimateLocker.json
  6. 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
  7. 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
  8. 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
  9. @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.
  10. 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.
  11. 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.
  12. 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
  13. 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.
  14. There are currently no further issues. Should anything come up, I will get back to you. Thanks
  15. 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
  16. 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!
  17. It's significantly improved now, thank you!
  18. 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.
  19. 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?
  20. http://kobani.de/StackEverything.mp4 - Certain items (e.g. boxes or other items with specific custom skin IDs) should not be placeable onto other stackable items, nor should they be stackable with them. - It should be possible to define, based on the skin ID, that items with specific skin IDs are excluded from stacking or placement behavior. - If an attempt is made to place such an item (with an excluded skin ID) onto another item, no stacking or transformation should occur – the item should simply remain in the inventory. I hope I have now been able to translate it clearly.
  21. I use the “Industrial Recycler” plugin. This is placed with a large crate and can be stacked on crates with your plugin. You need to prevent the skin ID from being used. The way it is done in Cheststacks. could you add something like this? It needs a blacklist that prevents the placement of items with certain skin IDs.
  22. Could you please add the option to specify certain skin IDs whose items should not be stacked by the Industrial Recycler plugin? Currently, the recycler can be placed on boxes. However, if I add its skin ID to the blacklist, the recycler gets destroyed when placed.
  23. Kobani

    The new Jungle bamboo barrels

    Have you forgotten me?
  24. Kobani

    Virtual Vending

    Important questions before purchase: Does the system support multiple languages? It is essential for me that the application adapts to the selected language – especially for the search function, as many users search in their native language. Can you confirm whether this is supported? When and how can permissions or access rights be assigned? It is important for us to know when user permissions can be configured and whether this can be done per role or individually.
2.1m

Downloads

Total number of downloads.

10k

Customers

Total customers served.

145.4k

Files Sold

Total number of files sold.

3.1m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.