i also tried to use different FX , Can it be that from some fx you get Massive laggs when u logged in a amount of time?

Portals
Create portals allowing players to walk through to another location
Total Downloads: 3,764 - First Release: Jul 16, 2015 - Last Update: Nov 23, 2017
- 5/5, 17 likes
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If you're experiencing the drops outside of visual range of the effects that is a general known Rust issue, and happens on vanilla servers as well. Restarting the client fixes it most of the time. -
Rewriting this is on my list. I have some ideas for improvements already.
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i 've make my portal but nothing, is he working ?
[DOUBLEPOST=1457604314][/DOUBLEPOST] -
Is there a way to cover a large surface when setting a teleport? For example covering a 5x5 foundation setup with just 1 teleport with the entrance at the top of the foundations along the X axis, instead of radius which seems to be spherical.
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Is there a way to view the spherical radius? rather then guessing
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can anyone tell me why im getting this error
[Oxide] 21:29 [Info] Loaded plugin Portals v1.3.3 by LaserHydra
[Oxide] 21:29 [Error] Failed to initialize plugin 'Portals v1.3.3' (NullReferenceException: Object reference not set to an instance of an object)
[Oxide] 21:29 [Debug] at Oxide.Plugins.Portals.Loaded () [0x00000] in <filename unknown>:0
at Oxide.Plugins.Portals.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00000] in <filename unknown>:0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (System.Reflection.MethodInfo 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.Plugins.CSharpPlugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x00000] in <filename unknown>:0
[Oxide] 21:29 [Info] Unloaded plugin Portals v1.3.3 by LaserHydra -
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I had to make two separate oneway portals (Entrance at point A and Exit at point B then again, Enterance at point B and Exit at Point A) because I would then be bouncing back and forth without my will. The only way out was to noclip as soon as I teleported, making it impossible for a normal player to use properly. So, once I manged to get those two oneway portals from each end, players get damaged/hit/hurt/ on every teleport. What am I doing wrong? D:
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for some reason i keep getting you dont have permission to use commands
i have tried in chat and in rcon portals.admin .portals.use i try /portal set portal1 entrance and get the same permission not to use command any help pls ?
[DOUBLEPOST=1460432592][/DOUBLEPOST]is this for EU servers only ? -
i think
Code:if(DisEntrance < Convert.ToInt32(Config[portalName, "Radius"])) { if(!permission.UserHasPermission(uid, Config[portalName, "Permission"].toString())) { SendChatMessage(current, "PORTALS", "You are not allowed to use this portal!"); return; } SendChatMessage(current,"PORTALS", "Teleported!"); ForcePlayerPosition(current, Exit); } else if (DisExit < Convert.ToInt32(Config[portalName, "Radius"]) && Config[portalName, "OneWay"].ToString() == "false") { if(!permission.UserHasPermission(uid, Config[portalName, "Permission"].toString())) { SendChatMessage(current, "PORTALS", "You are not allowed to use this portal!"); return; } SendChatMessage(current,"PORTALS", "Teleported!"); ForcePlayerPosition(current, Entrance); }
Code:if(DisEntrance < Convert.ToInt32(Config[portalName, "Radius"])) { if(!permission.UserHasPermission(uid, Config[portalName, "Permission"])) { SendChatMessage(current, "PORTALS", "You are not allowed to use this portal!"); return; } SendChatMessage(current,"PORTALS", "Teleported!"); ForcePlayerPosition(current, Exit); } else if (DisExit < Convert.ToInt32(Config[portalName, "Radius"]) && Config[portalName, "OneWay"].ToString() == "false") { if(!permission.UserHasPermission(uid, Config[portalName, "Permission"])) { SendChatMessage(current, "PORTALS", "You are not allowed to use this portal!"); return; } SendChatMessage(current,"PORTALS", "Teleported!"); ForcePlayerPosition(current, Entrance); }
,but when i change the code it worked ,sorry for my bad english..thanks for reply !Attached Files:
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I doubt that that changed fixed any issues. It would normally cause issues as it expects a string and not an object. Most likely it would have fixed issues because it was reloaded when you changed it. So more likely a reload fixed your issue (whatever your issue was)
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Last edited by a moderator: Apr 13, 2016
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Any way to have multiple exits for one entrance? players would spawn at a random exit in the list something like this /portal set Portal1 exit 1
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(01:05:32) | [Oxide] 01:05 [Error] Portals plugin failed to compile!
(01:05:32) | [Oxide] 01:05 [Error] Portals.cs(97,140): error CS1061: Type `string' does not contain a definition for `ToFloat' and no extension method `ToFloat' of type `string' could be found. Are you missing `Facepunch.Extend' using directive?
Since update -
You need to add this line to the top of the plugin file.
Code:using Facepunch.Extend;
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For some reason after adding the plugin and adding a portal, the next time the portal loads I get this
Previous version of plugin failed to load: Portals -
Please add random exits to spawns database file!