1. Reneb submitted a new resource:

    Fly - Fly forward or float by standing still

    Read more about this resource...
     
  2. Nice.. Will try it now :D
     
  3. Reneb updated Fly with a new update entry:

    WAY BETTER NOW

     
  4. Ty, very good plugin. Good job
     
  5. very nice but stilll very laggy while flying
     
  6. It's not possible to be laggy xD or you think it's laggy cause you get téléported and you dont really walk xD
     
  7. it just doesnt feel really smooth to fly around for some reason
    [DOUBLEPOST=1423014562][/DOUBLEPOST]all of a sudden i started gettin these error messages spammed from it on my oxide log no idea why

    Code:
    12:48 PM [Error] Fly: NullReferenceException while calling OnTick:
      at (wrapper managed-to-native) UnityEngine.MonoBehaviour:IsInvoking (string)
      at UnityEngine.TransformEx.InvokeAtomic (UnityEngine.MonoBehaviour mb, System.String strName, Single fDelay) [0x00000] in <filename unknown>:0
      at BasePlayer.ChangePlayerState (Type t, Boolean immediate) [0x00000] in <filename unknown>:0
      at Oxide.Plugins.Fly.DeactivateFly (.BasePlayer player) [0x00000] in <filename unknown>:0
      at Oxide.Plugins.Fly.OnTick () [0x00000] in <filename unknown>:0
      at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
      at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
    12:48 PM [Error] Fly: NullReferenceException while calling OnTick:
      at (wrapper managed-to-native) UnityEngine.MonoBehaviour:IsInvoking (string)
      at UnityEngine.TransformEx.InvokeAtomic (UnityEngine.MonoBehaviour mb, System.String strName, Single fDelay) [0x00000] in <filename unknown>:0
      at BasePlayer.ChangePlayerState (Type t, Boolean immediate) [0x00000] in <filename unknown>:0
      at Oxide.Plugins.Fly.DeactivateFly (.BasePlayer player) [0x00000] in <filename unknown>:0
      at Oxide.Plugins.Fly.OnTick () [0x00000] in <filename unknown>:0
      at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
      at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
     
    Last edited by a moderator: Feb 4, 2015
  8. Hi,

    Correct me if I'm wrong but I believe the plugin has an error in the code, when you check if the player auth is above 0 you're doing it wrong, here:
    Code:
    if (player.net.connection.authLevel < 1) <<= Your code
    You're "saying" if the player auth is below 1 then do whatever.
    What you wanna do is the opposite:
    Code:
    if (player.net.connection.authLevel > 0)
    or simply
    Code:
    if (player.net.connection.authLevel)
    (This way both moderators and owners may use the commands)
    Or if you want only the owners to use the commands:
    Code:
    if (player.net.connection.authLevel > 1)
    If I'm wrong then excuse me in advance.

    Any way good job! :)

    SkinN!
     
  9. every so often it just starts spamming hard with error messages not sure why
     
  10. Undesired results if you use teleport while active :p
     
  11. super speed one we need next i think lol
    [DOUBLEPOST=1423031934][/DOUBLEPOST]non flying that is just for running lol
     
  12. hi
    or should he installed this plugin thank you
     
  13. Lol guy. he is a plugin developer. He knew this xD
     
  14. The part of the code you're talking about is:
    Code:
                if (player.net.connection.authLevel < 1)
                {
                    SendReply(player, "You are not allowed to use this command");
                    return;
                }
    Basically if the player is authlevel 0 it's going to send a message and end the method, so if it would change to > 0 or > 1 like you said only normal players (> 0) or normal players and moderators (> 1) would be able to use the command, which is not the result we want ;)
     
  15. Well, sorry then "guy", I thought starting my message with:
    "Correct me if I'm wrong..."
    It would make it clear that I am not sure what I'm saying is totally correct.
    But even still at the bottom of my message I have let my excuses in advance in case I was actually wrong.

    I am a plugin developer myself, maybe not experienced but am.

    SkinN!
    [DOUBLEPOST=1423041152][/DOUBLEPOST]
    Mughisi I am sorry then,
    I must admit when I looked into the code I did not read it correctly, I was quick searching when you checked for the player's auth to execute the command, I should have had more attention when I read it. I see now where I'm wrong and again sorry. I totally missed it, even though I don't actually code in CSharp/C# I could have seen that.

    Either way thank you for you reply and good job there. ;)

    PS: Btw the reason of all this was because when I first tried the /fly command it told me I could not use it, and I was sure I was a owner (double checked), so that's why I looked into the code to find out why. But some how now it works.
     
    Last edited by a moderator: Feb 4, 2015
  16. Going to fix the plugin soon. I guess it has to do with admins that disconnect while flying
     
  17. Yes, 100% it happens when admin disconnecting. i tested.