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molokatan's Achievements
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molokatan started following plugin modifies stack size of other flashbangs.
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Hi, made now a few tests on my server and realized that your plugin is modifying the base stack size of flashbangs. This is because of this line: empGrenade.info.stackable = 1; if you want to have that in your plugin, can you please make it configurable? Almost everyone is using stack plugins and i bet that there are more ppl that dont like this. Would be cool if i could disable that.
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Just bought this plugin and thinking about a way to integrated it into my PVE server setup without bricking stuff for my players. The idea behind that plugin is really nice and can add some utility and usefull powers for them. However, it would be cool if there is an option for nades that can disable functionality against players. F.e. Radiation Nade, DropNGo Nade, Sleeper Nade, Gravity Nade should only work with bots. For Bots the DropNGo Nade is quite to powerfull. Imagine using it on oilrig heavy npcs and all drop their M249 and miniguns. They will not pick them up anymore and players can just grab them. What would be cool, if you remove the weapons for a defined time (default: 5 seconds) from bots and then add them agian to their inventory. This would give them a chance to get back into the fight.
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molokatan started following delay before Events spawns and Lock Meteors from direct shower to player
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Is it possible that you can add something to prevent other players from mining meteors from a direct shower? I use this on our server as ultimate skill from skill tree. A player that skilled into it has a 6% chance that meteors will drop. Sometimes i can see other players "stealing" the metors. Its not wanted that someone else can loot them. Any chance?
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Can you add a configurable delay, before events spawn? If you are unlucky, the events can now spawn right in your face, what is not so nice for players. Best would be smth like that: 1. send a notification that an event will spawn at monument in X seconds 2. spawn the event after X seconds X is configurable and default can be 120. Players then have a chance to leave the event area.
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molokatan started following Craft Menu and Monument Events
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I really like how flexible this plugin is. Creating events for monuments is quite easy. You can even have different profiles for a monument to make it feel different each time. To make it the perfect plugin, It might need some additional features. 1. possibility to setup loot NPCs from NPC Spawn always use heavy scientist prefab. Therefore the loot can be quite too powerful. It would be awesome if we could change the prefab that is used when spawning in loot. Also adding additional items to the locked crates to improve rewards would be nice. 2. view spawn points for a monument profile Creating spawn points for NPCs is quite easy, but it could help to see all spawn points to figure out where you already placed one and where you might want to add others. Better NPCs has that kind of view where you see a circle box and the number of the spawn point. Something similar would be awesome. 3. option to add additional loot containers (barrels, military creates, normal crates, food boxes, etc) If we could set additional spawn points for additional crates could help to make loot more versatile. On an event profile with low level NPCs we could f.e. set up some additional barrels and maybe 2-3 military crates. On profiles with more heavy npcs we could add then additional elite crates, diesel barrels etc. So far i am very happy with what you can do. Adding the proposed changes would make this plugin a must have. 100% worth the money so far.
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if you ask me. those hacky "solutions" are just producing more issues than needed. @David you should have gone with my proposal. Its easy, keeps the UX just on another prefab and is solid. There is no room for bugs etc. The name of this is CraftMenu. Its not stating that you HAVE to have it on the workbench.
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sorry, could have been more precise. if you search for the methods CreateBaseCui(BasePlayer player, int tier = 1) its the second line. I changed it for my server to CUIClass.CreatePanel(ref _baseCraftCui, "baseCraft_main", "Overlay", "0 0 0 0.2", $"{db[2]}.{db[1]} 0.{db[23]}", $"{db[10]}.{db[1]} 0.{db[10]}", false, 0.1f, 0f, "assets/content/ui/uibackgroundblur.mat", $"-588 250", $"-210 610"); " 0 0 0 0.2" is the background color of this panel. Together with the change of the asset to "assets/content/ui/uibackgroundblur.mat" its a bit easier to read the content. I also adjusted the size a bit. Instead of 620, i am using now 610 for anchorMax Y value. So its not overlapping with the Name of the player.
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simply add it to repairbench and check if player has workbench level private void OnLootEntity(BasePlayer player, RepairBench bench) { if (!permission.UserHasPermission(player.UserIDString, "craftmenu.use")) return; if (!config.ct.craftQue) player.gameObject.GetOrAddComponent<CraftingQue>(); if (!playerBps.ContainsKey(player.userID)) { playerBps.Add(player.userID, new PlayerBps()); SavePlayerData(); } if (player.HasPlayerFlag(BasePlayer.PlayerFlags.Workbench1)) { CreateBaseCui(player, 1); ShowBps(player, 1, "all"); } if (player.HasPlayerFlag(BasePlayer.PlayerFlags.Workbench2)) { CreateBaseCui(player, 2); ShowBps(player, 2, "all"); } if (player.HasPlayerFlag(BasePlayer.PlayerFlags.Workbench3)) { CreateBaseCui(player, 3); ShowBps(player, 3, "all"); } } private void OnLootEntityEnd(BasePlayer player, RepairBench bench) { DestroyCui(player); } and move the panel above the player model anchormin: "-588 250" anchormax: "-210 620"
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With the current version there are a few issues with RaidableBases plugin. 1. it is not possible to set a TC in raidbases with higher building grades 2. TCs in raidbases are effected by capacity -> TC loot is dropping on the floor. you can use following method to check if the current TC i inside a raidbase zone if (Convert.ToBoolean(RaidableBases?.CallHook("EventTerritory", cupboard.transform.position))) // do what ever should happen if its inside the raidbase zone i have added it for my current server already on all relevant places (create tc, upgrade building grades, ...), but would be awesome to have it supported by the plugin. So i dont have to change it everytime an update is popping in.
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is it possible to have separate permissions for loading, reloading and unloading plugins. I really like that feature, but got mods on my server that should not unload or load plugin. However reloading could be somehow usefull if a plugin had issues. example: sometimes we got issues with GridPower to load generators on server startup. We need to reload that plugin sometimes to make it work correctly. This is something i want my mods being able to do.
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1. mate added M249 for 1 scrap 2. i bought it 3. he cant claim and error is thrown (15:59:42) | Failed to call hook 'MarketClaimInventoryPageCommand' on plugin 'MarketplacePlus v1.1.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.MarketplacePlus+MarketController.UpdateItem (Item item, Oxide.Plugins.MarketplacePlus+MarketItem marketItem) [0x0009a] in <e7f74c794ef44d13ab376a1da324ba72>:0 at Oxide.Plugins.MarketplacePlus+MarketController.ClaimPage (BasePlayer player, System.Boolean confirmed) [0x004d2] in <e7f74c794ef44d13ab376a1da324ba72>:0 at Oxide.Plugins.MarketplacePlus.MarketClaimInventoryPageCommand (Oxide.Core.Libraries.Covalence.IPlayer iPlayer, System.String command, System.String[] args) [0x0004a] in <e7f74c794ef44d13ab376a1da324ba72>:0 at Oxide.Plugins.MarketplacePlus.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00550] in <e7f74c794ef44d13ab376a1da324ba72>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <cd9a02fd331347bd82d550bb1a9c8e9f>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <b76ec77c47d1449e92b2baab8603843d>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <b76ec77c47d1449e92b2baab8603843d>:0 (15:59:53) | [Marketplace Plus] Error: Slot data is null on item claim, please inform developer