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V.

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Apprentice

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  1. V.

    Carbon

    Has the compatability issue with any of the Chaos Code plugins been resolved yet? It's been over 6 months since I last checked but seems it's still a big fat no! Ah well Oxide still for me then!!
  2. [CSharp] Started Oxide.Compiler v1.0.22.0 successfully AutomaticCountdownSave was compiled successfully in 1445ms Shutting down compiler because no more jobs Loaded plugin Automatic Countdown Save v2.1.1 by Farmer Elias Compiler shutdown completed yep, that file compiled successfully. Thank you so much for fixing so quick
  3. Oxide, I can remove the config and try again? Edit: No still same thing, same error.
  4. hello mate, with latest update I am getting this when putting the file into plugins: Error while compiling AutomaticCountdownSave: 'string[]' does not contain a definition for 'Connection' and no accessible extension method 'Connection' accepting a first argument of type 'string[]' could be found (are you missing a using directive or an assembly reference?) | Line: 847, Pos: 14
  5. V.

    Smart Base

    Hello, the latest update upon putting into plugins and compiling I get this error: Error while compiling SmartBase: Expected expression | Line: 712, Pos: 5
  6. V.

    Bank Heist

    Hello, I am having an issue whereby there are 2 lots of NPC's spawning: I have the following set int he data file: "Vault Guard Jason": { "Display name": "Vault Guard Jason", "Enable npc kit": false, "Enable kit": true, "Kit name": "BankGuard.2.NPC", "npc health": 100.0, "npc move": true, "npc roam radius": 20.0, "npc look radius": 25.0, "npc attack radius": 25.0, "npc position": { "x": 124.071793, "y": 15.6793242, "z": 499.048981 }, "npc rotation": { "x": 0.0, "y": 43.4375267, "z": 4.34619125E-07 } Even with "Enable npc kit": true, The above in the picture still happens. Is it a bug with the new Rust update? Many thanks
  7. Just to make you aware after the latest Rust update there is an error compiling the plugin: [Error] Error while compiling MagicArmoredTrainEventPanel: Preprocessor directive expected | Line: 9, Pos: 2
  8. Just to make you aware after the latest Rust update there is an error compiling the plugin: [Error] Error while compiling MagicRaidableBasePanel: Preprocessor directive expected | Line: 9, Pos: 2
  9. I am literally asking for a converter to be added to a free open source plugin on uMod so that I can use the NPCKits pack I bought on here (which i also subsequently bought the kits to find it doesn't work with other plugins making both purchases useless and instead of asking for a refund i am willing to spend more money on YOUR SITE). I am not modifying any code nor am I asking for code to be modified of any paid plugin. I am asking for a converter be added to a free open source plugin that anyone can modify. The paid kits plugin does not work with a number of other plugins I use whereas the free one on uMod does.
  10. no, i'm asking for a feature to be added to a free plugin so i can use something that i have already bought but can't use as it's for the paid plugin (that i also bought by the way). I think I am perfectly allowed to request such a thing considering i have bought all rights to the code and the works and the free plugin in open source. I think that's perfectly fine thank you.
  11. Hello, I'm looking for a dev to add a function to the free kits plugin to convert a kit's set from the paid kits on here to the free kits on uMod. Can provide files if needed to ascertain time/cost. Not looking to spend a fortune. Many thanks
  12. V.

    Jabba's Palace

    hello mate, after the last rust update a load of these show up in console during startup but still seems to show on map is it something to worry about? "BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path ":\Electrik-Jabba-Palace-1.2.4\Electrik-Jabba-Palace-1-2-4:28809:/assets/content/structures/pipelines/pipeline_300x900.prefab/ambient_trigger (13)"" Cheers
  13. V.

    Smart Base

    Thank you ever so much, truly is appreciated very much
  14. V.

    Smart Base

    Ah I was thinking of the other way round so if a player leaves their building blocked area they can not open the box. They have to be within the building blocked area to open their box. Main reason for this request is I would like it to be so players only use this plugin while in their base and can not access it outside of their base.
  15. V.

    Smart Base

    Hello mate, I just got round to testing this and I can still move the items from the boxes to inventory outside of Building Privileged area. I have the following set in the config: "Container Open If Player Not In Building Blocked": false I'm using version 1.3.0 Many thanks
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