1. What file have you modified in the first place?
     
  2. What have you got for server ip in your bat file
     
  3. Server ip was empty. Sorry. Thank you.
     
  4. Hey guys, wondering why my Notifier plugin is glitching! Tried to edit the .cs file to change the rules, and now Notifier won't load. Using jsonlint is redundant because it picks up the very first line of the script as an error, so yah. Anyway, I'll post my config below along with the error the console spits out:

    using System.Text.RegularExpressions; using System.Collections.Generic; using - Pastebin.com

    And here's the error I got from the console upon updating the plugin:
    [Oxide] 18:07 [Error] Notifier plugin failed to compile!
    [Oxide] 18:07 [Error] Notifier.cs(160,128): error CS1010: Newline in constant
     
  5. is this error from the modified .cs file?
     
  6. Dont edit the plugin only edit the config
    Message strings can be found in a file under the lang folder.
     
  7. Yes but the Rules is not in that particular file.
     
  8. They are in the config unless you are running a different plugin from everyone else
     
  9. can i ask how come when player joins my server it keeps taking my server ip address instead of the player ip address and parse it thus generating the same country name everytime any idea what happen?
     
  10. I need help quickly, I'd like it not to say [ Notifier ], i'd rather be able to customize that, how do i edit that? I haven't seen it in the config. I'm trying to make it my server name, also how do I change the picture to my old type of picture (This plugin logo)
    [DOUBLEPOST=1463246621][/DOUBLEPOST]
    The first one, it's missing a comma.
     
  11. Hello, I have this:

    Code:
      "Advert Messages": [
        "You can get 5 supply signals per 24 hours using the <red>kitt<end> command!",
        "Please avoid any insults and be respectful!",
        "Cheating or abusing of game exploits will result in a <red>permanent<end> ban.",
        "You are playing on: <orange>{server.hostname}<end>",
        "There are <orange>{players.active}<silver>/<end>{server.maxplayers} <silver>players playing in the server, and<end> {players.sleepers}<end> sleepers.",
        "You can safely stay at our safehouse cottage by using the <orange>/town<end> command!"
      ],
    But somehow it skips the first one. I'm pretty sure that the formatting is done correctly. So what could be causing it to skip? Can I find a log of it somewhere?
     
  12. What do you mean by "it skips the first one", like it doesnt show at all?
    Because the messages are chosen randomly between that list, and theres not really nothing that restricts or removes any line.
     
  13. Oh random, I always thought they showed from top to bottom in that order. So I thought the first line was bugged since it was showing the second line first after restarting the plugin. I'll keep my eye on it and see if it actually lists my first entry at some point. Thanks for the reply.
     
  14. Its random, and the system is made so it doesnt show the last message.
     
  15. This might be obvious but how do I get a custom join and leave message for admins, moderators and the owner? I saw in the updates that this feature was added however I could not find it within the plugin, the config or the lang files. Would love some help. Thanks
     
  16. @SkinN õ.Õ'.|.
    Hey dude, just wandering if you will ever implement the welcome and join messages broadcasting after the player has finished receiving data again?
    This can be easily done simply by using:

    Code:
    if (player.HasPlayerFlag(BasePlayer.PlayerFlags.ReceivingSnapshot))
                {
                    timer.Once(2, () => OnPlayerInit(player));
                    return;
                }
    To check when they finish the "ReceivingData" part of loading, and you can do if desired:

    Code:
    if (player.HasPlayerFlag(BasePlayer.PlayerFlags.Sleeping))
                {
                    timer.Once(2, () => OnPlayerInit(player));
                    return;
                }
    To do it after they finish sleeping too.

    I am guessing you probably knew those methods of checking though, mind if I ask out of genuine curiosity what the issue was before which made you roll it back?
     
  17. After the player receives what data? And for what reason is this important?
    Either in the old Python version and also in the current C#, the Join and Welcome messages are shown on OnPlayerInit.
     
  18. After the player finishes the "Receiving Data" part of the loading screen when joining a server.

    Your 3.0.2 Changelog states:
    "Welcome Messages will now only show when the player spawns after connecting"

    Then 3.0.3 Changelog states:
    "Fixed Welcome Messages not working"

    You then went through a variety of updates attempting to fix an NRE error at which point 3.0.5 when you fixed it, it states:
    "Rolled back Welcome Messages to OnPlayerInit"

    My understanding of the above was that you were having issues with having the welcome messages displaying after the player spawns instead of OnPlayerInit.

    It isn't important, just merely a question to which your response was rather sharp.
     
    Last edited by a moderator: May 23, 2016
  19. I am sorry, but I did not understood what you meant at first. Yes indeed I was having issues with those updates, what I did was, I cached the player that was connecting and then wait untill he spawned, so then Notifier would send him the Welcome Messages and decache the player so this way the player would only see the Welcome Messages after connecting, and only then. But some NRE came up and at the time I couldn't figure why, so I rolled back to how it worked before.
    I will indeed give this another try very soon, perhaps in Notifiers next big update, which will feature support to BetterChat by laserhydra, plus improvements here and there.