What file have you modified in the first place?
Notifier [Unmaintained]
Discussion in 'Plugin Support' started by NobodyFTW, Feb 1, 2015.
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"<orange><size=20>•</size><end> Check our live map at <lime>http://{server.ip}:{server.port}<end>"
It shows only:
Check our live map at http://:28015
Server.ip doesn't work on HUN RR GAMING server. Why? -
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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 -
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Message strings can be found in a file under the lang folder. -
Yes but the Rules is not in that particular file.
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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?
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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)
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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!" ],
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Because the messages are chosen randomly between that list, and theres not really nothing that restricts or removes any line. -
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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
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@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; }
Code:if (player.HasPlayerFlag(BasePlayer.PlayerFlags.Sleeping)) { timer.Once(2, () => OnPlayerInit(player)); return; }
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? -
Either in the old Python version and also in the current C#, the Join and Welcome messages are shown on OnPlayerInit. -
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 -
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.