1. Edited it right after u quoted lol
     
  2. Yes, I'll try to add that.
     
  3. That you very much :)
     
  4. No problem, feel free to suggest new features and I'll try to add them.
     
  5. You could add an amount of time spent on rust plugin :D and a possible amount of time spent on this server addition lol
     
  6. Wulf

    Wulf Community Admin

    Is that really something people would use, or even relate to this plugin? It just seems like it would be extra bloat.
     
  7. I would use it
     
  8. Do you mean a function that only admins can use to display the user's amount of hours in Rust or should the amount of hours be broadcasted to the whole chat as the player joins?

    I think I could make a feature that brodcasts:
    playerName has connected to the server! (Join message - Broadcast)
    playerName has 327 hours in Rust (Join message - broadcast - can be disabled)
    Welcome to the server, playerName! Please read our /rules. (MOTD - can be disabled)
     
    Last edited by a moderator: Apr 21, 2015
  9. and if not he could make a new one lol
    [DOUBLEPOST=1429596338][/DOUBLEPOST]who chat next to name they have it for 1.18 and I loved it
    [DOUBLEPOST=1429597570][/DOUBLEPOST]
    Perfect that would be great
     
  10. I'll second to having that also.
     
  11. How do I get /rules or /help working?
     
  12. Wulf

    Wulf Community Admin

    Use a plugin that provides those.
     
  13. Is there an Experimental Version too?

    I tried to install it (yes i am blond :D ) and got this Error:
    Code:
    [Oxide] 8:40 PM [Error] Failed to call hook 'OnPlayerConnected' on plugin 'Join-Leave Messages'
    File: JoinLeaveMessages.lua Line: 27 invalid arguments to method call:
      at NLua.Lua.ThrowExceptionFromError (Int32 oldTop) [0x00000] in <filename unknown>:0 
      at NLua.Lua.CallFunction (System.Object function, System.Object[] args, System.Type[] returnTypes) [0x00000] in <filename unknown>:0 
      at NLua.Lua.CallFunction (System.Object function, System.Object[] args) [0x00000] in <filename unknown>:0 
      at NLua.LuaFunction.Call (System.Object[] args) [0x00000] in <filename unknown>:0 
      at Oxide.Ext.Lua.Plugins.LuaPlugin.OnCallHook (System.String hookname, System.Object[] args) [0x00000] in <filename unknown>:0 
      at Oxide.Core.Plugins.Plugin.CallHook (System.String hookname, System.Object[] args) [0x00000] in <filename unknown>:0 
     
  14. http://oxidemod.org/plugins/notifier.797/
     
  15. thank you!
     
  16. Hi Mathias,

    I recently installed your plugin on my server, and have run into some difficulties:

    When someone connects, the plugin broadcasts, but it says:

    displayName has connected to the server

    It doesn't seem to be "grabbing" the player name correctly (it actually says "displayName", that's not a placeholder)

    Secondly, on disconnect, no message in-game is generated at all.

    Looking at my RCON, I got the following error message when a user disconnected:
    Code:
    [Oxide] 12:26 PM [Error] Failed to call hook 'OnPlayerDisconnected' on plugin 'JoinLeaveMessages v1.0.4'
    File: JoinLeaveMessages.lua Line: 34 attempt to call method 'GetLocalData' (a string value):
      at NLua.Lua.ThrowExceptionFromError (Int32 oldTop) [0x00000] in <filename unknown>:0
      at NLua.Lua.CallFunction (System.Object function, System.Object[] args, System.Type[] returnTypes) [0x00000] in <filename unknown>:0
      at NLua.Lua.CallFunction (System.Object function, System.Object[] args) [0x00000] in <filename unknown>:0
      at NLua.LuaFunction.Call (System.Object[] args) [0x00000] in <filename unknown>:0
      at Oxide.Ext.Lua.Plugins.LuaPlugin.OnCallHook (System.String hookname, System.Object[] args) [0x00000] in <filename unknown>:0
      at Oxide.Core.Plugins.Plugin.CallHook (System.String hookname, System.Object[] args) [0x00000] in <filename unknown>:0
     
  17. Wulf

    Wulf Community Admin

    Are you trying to use this for Rust Experimental? This plugin is only for Rust Legacy.
     
  18. DOH! Thanks Wulf... It's listed in my providers "approved addons for Experimental"... I will have to let them know that's not the case.