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Tater

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  1. Tater

    Is this still supported?

    I was able to get it to work if I renamed the .cs extension to force unload the plugin - make the changes - rename the extension back to .cs to reload it. Without doing this, it simply will not allow the change.
  2. Tater

    Needed updates

    Having made a few maps myself, I know first hand how hard it is to release a map without a few minor things being missed. So this is by no means a criticism of your work. There are several spots where the train tracks cross a road where the path nodes need to be snapped together so they share the same plane. A couple of the crossings are not passable because the rail is so high above the road. There is one tunnel entrance (I forget which one) where there is floating snowy grass. The At-At in the desert with the vault door that's on its side has a component to it that creates a hill that's above the floor of the map. This creates a cavity in which NPCs (animals & zombies) can spawn below and they become trapped. You can hear them beneath you but you can't see them because they are on the actual map floor, not the prefab. Overall, great job on the map! My players are loving it, and all those prefabs are amazing. I can't imagine the time it took to do them all. Thanks, Tater PVEGAMING.COM
  3. Tater

    Is this still supported?

    it's as if it's not finding the kit name in the kit data file. Is this plugin supposed to have a user interface?
  4. Tater

    Is this still supported?

    I unloaded the plugin, then made a change, then reloaded. This time I got an error in the console. NPCKits v1.1.5: Failed to load config file (is the config file corrupt?) (Unexpected character encountered while parsing value: T. Path 'CorpseTypes.CargoShip.Kits', line 85, position 15.) [NPCKits] Config file issue detected. Please delete file, or check syntax and fix. Failed to call hook 'Unload' on plugin 'NPCKits v1.1.5' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.NPCKits.Unload () [0x0003f] in <f8c92b8fbff24c109a73a2db14111020>:0 at Oxide.Plugins.NPCKits.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0005b] in <f 8c92b8fbff24c109a73a2db14111020>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in < 09575a60985045248bcb43b20faeeb99>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <bae5f1223fce49c493b 01571c99dce02>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <bae5f1223fce49c493b0157 Unloaded plugin NPCKits v1.1.5 by Steenamaroo Loaded plugin NPCKits v1.1.5 by Steenamaroo
  5. Tater

    Is this still supported?

    Do I need to do with the server shut down?
  6. Tater

    Is this still supported?

    I have tried "true" both ways (big T and little t) and Trooper with and without quotes. I am using notepad++ as administrator. No matter what, when I reload the plugin it resets the cfg back to default. Thanks
  7. Tater

    Is this still supported?

    I did try it with "" around the kit name, even though the kit name is only one word, but it still reverts the cfg back to default when I reload the plugin.
  8. Tater

    Is this still supported?

    Thanks for the response. I created the kits using the gui of the kits mod, which controls the formatting. As for assigning the kits and enabling them, here is what I am doing for the scientists as an example: I am setting enabled to "true" and then I am indicating which kit I want them to use. Every time I make the changes to the cfg and then reload the plugin, it wipes the changes I made and loads a default cfg back in. "Scientist": { "enabled": True, "Kits": [Trooper], "Health": 100, "Weapon_Drop_Percent": 100, "Min_Weapon_Drop_Condition_Percent": 100, "Max_Weapon_Drop_Condition_Percent": 100, "Dropped_Weapon_Has_Ammo_Percent_Chance": 100, "Wipe_Default_Clothing": true, "Wipe_Default_Weapons": true, "Wipe_Main_Inventory_Percent": 100, "Wipe_Clothing_Percent": 100, "Wipe_Belt_Percent": 100, "Default_Rust_Loot_Percent": 100
  9. Tater

    Is this still supported?

    I just installed this for the first time because I wanted to make the scientists on my server wear different skin sets. I made two kits and added them to the config for the scientists and dwellers but they will not change to the kits I made. Thanks!
    I am offering this review as constructive criticism. I purchased the prefab because I loved the idea of a modern looking heli tower. I have a heli event on my server and I have public towers that I build using normal building parts for the players to teleport to when it starts. When I loaded the prefab into a map and got to look at it first hand I had one primary issue with it. That is the use of the black cubes and the white cubes to create the walls & floors. Without any kind of texture it just looks plain and fake. If you used a better material with texture to it, it would look so much more realistic. With all that said, I will not be using it in my map. I won't refund, just consider it support for your work. Thanks!
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