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Kobani

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Everything posted by Kobani

  1. "Hey Scalbox, sorry to bother you again , but some players have reported that the UI in your plugin looks distorted or blurry on different monitors, especially on widescreens. Most UIs from other developers adjust dynamically to different resolutions, similar to the Rust inventory: the size stays proportional and texts/elements remain sharp. Could you check if your UI can be implemented the same way? Thanks a lot!"
  2. Hello, No, the spray can was just another mistake I noticed. What is important for me is the ability to attach the pilot lock to objects, just like the standard code lock shown in the video. Currently, this is not possible with update 1.4.9. You mentioned that this should be possible with the update. However, it cannot be attached when holding it in hand. Which language do you usually speak? Maybe I need a different translator to express myself more clearly. Thank you.
  3. Kobani

    Super Crafter

    Could you possibly add the option to lay industrial pipes in basements as well? One idea could be to spawn storage adapters as connection points, which we could then use to connect the pipes. I’ve seen this implemented on other servers, where storage adapters served as connectors and were linked to other components. Perhaps you might have an idea on how this could be realized. Many players have already asked me about this repeatedly.
  4. Works, thanks!
  5. Since the last update, I have been having an issue where my raidbases no longer spawn in the predefined spawn zones that I created with Spawns and Zone Manager. I always get the message: Could not find a random position. This has been working perfectly for months without any issues. - Here’s what I’ve already checked: - The spawns file has exactly the same name as before. - Zone names are unchanged. - No settings have been modified. Despite this, it hasn’t worked since the update. Does anyone have an idea what could be causing this, or what else I can test?
  6. Kobani

    Skinner

    First of all, thanks from my side as well to Whispers88 for all the work! I found a small issue: Note: The Item Blacklist ("Blacklisted Items (itemID)") currently does not prevent skinning deployables using the /si command. At the moment, the item blacklist only applies when skinning items in the inventory.
  7. Kobani

    LSkins

    Just to make sure I understand correctly: Does this mean you're planning to add the feature, but probably won’t be able to finish it before the August 7th wipe?
  8. Kobani

    LSkins

    Hello, I’ve already spoken with you privately and wanted to kindly follow up here in the discussions. I’m a bit disappointed about the new ToS, as they limit what players can see — but I completely understand why this is necessary. Will there be a feature by August 7th that allows players to at least see their purchased skins in the plugin? I truly appreciate all the hard work you put into this and would be very grateful if this could be implemented. Thank you so much for your time and effort!
  9. Toggling the connection side should be disabled when a pipe is connected to the adapter. Is it possible to add this?
  10. 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.
  11. 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.
  12. 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.
  13. Kobani

    Chinooks drop out of the train

    I am already using the latest version. 1.2.29
  14. 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
  15. 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.
  16. @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!
  17. Kobani

    Chinooks drop out of the train

    @adam Same here
  18. 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?
  19. 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!

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