k1lly0u submitted a new resource:
NukeWeapons - Create nuclear ammo for a bunch of different ammo types, full GUI crafting menu and ammo gauge
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NukeWeapons
Create nuclear ammo for a bunch of different ammo types, full GUI crafting menu and ammo gauge
Total Downloads: 1,194 - First Release: Jul 31, 2016 - Last Update: Jul 29, 2017
- 5/5, 8 likes
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k1lly0u updated NukeWeapons with a new update entry:
0.1.1
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k1lly0u updated NukeWeapons with a new update entry:
0.1.2
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cool but totally destroys lusty map
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Saw this during testing! It's pretty well done, not gonna lie!
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k1lly0u updated NukeWeapons with a new update entry:
0.1.3
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I auto restart my server every 6 hours and each time the plugin doesn't load on restart, I have to manually reload it with console command after the server is back up
[DOUBLEPOST=1469975579][/DOUBLEPOST]this is what comes up in the compiler log on server restart
[SERVER v1.0.23] Console: NukeWeapons.cs(186,29): warning CS0472: The result of comparing value type `UnityEngine.Vector3' with null is always `true'
NukeWeapons.cs(28,27): warning CS0414: The private field `Oxide.Plugins.NukeWeapons.getFileData' is assigned but its value is never used
NukeWeapons.cs(1321,24): warning CS0649: Field `Oxide.Plugins.NukeWeapons.PlayerAmmo.Rockets' is never assigned to, and will always have its default value `0'
NukeWeapons.cs(1322,24): warning CS0649: Field `Oxide.Plugins.NukeWeapons.PlayerAmmo.Mines' is never assigned to, and will always have its default value `0'
NukeWeapons.cs(1323,24): warning CS0649: Field `Oxide.Plugins.NukeWeapons.PlayerAmmo.Bullets' is never assigned to, and will always have its default value `0'
NukeWeapons.cs(1324,24): warning CS0649: Field `Oxide.Plugins.NukeWeapons.PlayerAmmo.Explosives' is never assigned to, and will always have its default value `0'
NukeWeapons.cs(1325,24): warning CS0649: Field `Oxide.Plugins.NukeWeapons.PlayerAmmo.Grenades' is never assigned to, and will always have its default value `0' -
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Hello, I do not know how or where to enter the console command "nukeicons" ???
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Thanks for help, I'll wait for the fixed version and hope the plugin will remake that would not have to enter this console command and the plugin will start and run without it (sorry for my bad English) -
Sorry guys, it was way past my bedtime when I wrote this
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Typo - nukeweapons.theres a space herebullet - Grant user access to nuke bullets
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k1lly0u updated NukeWeapons with a new update entry:
0.1.4
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(09:41:16) | [Oxide] 09:40 [Error] Failed to call hook 'OnServerInitialized' on plugin 'NukeWeapons v0.1.4' (NullReferenceException: Object reference not set to an instance of an object)
(09:41:16) | [Oxide] 09:40 [Debug] at Oxide.Plugins.NukeWeapons.OnServerInitialized () [0x00000] in <filename unknown>:0
at Oxide.Plugins.NukeWeapons.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00000] in <filename unknown>:0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (HookMethod method, System.Object[] args) [0x00000] in <filename unknown>:0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00000] in <filename unknown>:0
at Oxide.Core.Plugins.Plugin.CallHook (System.String name, System.Object[] args) [0x00000] in <filename unknown>:0 -
k1lly0u updated NukeWeapons with a new update entry:
0.1.41
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(06:22:11) | [Oxide] 14:22 [Error] Failed to call hook 'OnRocketLaunched' on plugin 'NukeWeapons v0.1.41' (KeyNotFoundException: The given key was not present in the dictionary.)
(06:22:11) | [Oxide] 14:22 [Debug] at System.Collections.Generic.Dictionary`2[System.String,System.UInt32].get_Item (System.String key) [0x00000] in <filename unknown>:0
at Oxide.Plugins.NukeWeapons.AmmoIcon (.BasePlayer player, NukeType type, Int32 number) [0x00000] in <filename unknown>:0
at Oxide.Plugins.NukeWeapons.CreateAmmoIcons (.BasePlayer player) [0x00000] in <filename unknown>:0
at Oxide.Plugins.NukeWeapons.OnRocketLaunched (.BasePlayer player, .BaseEntity entity) [0x00000] in <filename unknown>:0
at Oxide.Plugins.NukeWeapons.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00000] in <filename unknown>:0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (HookMethod method, System.Object[] args) [0x00000] in <filename unknown>:0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00000] in <filename unknown>:0
at Oxide.Core.Plugins.Plugin.CallHook (System.String name, System.Object[] args) [0x00000] in <filename unknown>:0
Its Doing on all the nukes -
You haven't registered the images using the console command. Follow the instructions in the overview in the part that says ** Important Information**