I'm not at all familiar with your plugin, but nothing changed in Oxide that would have broken it. The only change I see right now is the HUD/Overlay to Overlay change from Rust.

PvX Selector
Allows PvE/PvP Gameplay on one server.
Total Downloads: 683 - First Release: Apr 21, 2016 - Last Update: Mar 10, 2017
- 5/5, 14 likes
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Wulf Community Admin
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Sorry, french coment .. x)
Edit:
Hmmm
Purpose PVX is a great plugin xD
Plugins of its agreement that overlays after "/ pvx change " for the pvx mod change is not correct, I met Sees although I drive PvE you I made enemies in aucunt DegatLast edited by a moderator: Jul 7, 2016 -
Copy your PvX files (plugin, Data, Config) and delete them. Install the latest version and check if it works. make sure all current players type to change. -
Yes sure, sorry for the time, in France we have not the same hours ^^
Last update of the plugin?Last edited by a moderator: Jul 8, 2016 -
[DOUBLEPOST=1467981066][/DOUBLEPOST]This is the only fix I can think of that may be causeing a break in the plugin, it was related to the GUI, But not sure why that would have broken the mod.
As I have no access to updating my test server I can not run tests my side.Attached Files:
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Ok, i test this now and edit my message, thanks a lot
I have see it's just the GUI don't work
EDIT: Hey guy, this plugin works now ! Good job and thanks ! -
When a player select his PvX, i have a problem in console:
[Oxide] 01:07 [Info] [PvXSelector] Player Selected pvp
[Oxide] 01:07 [Info] [PvXSelector] Error: changeRequested returned a false.
And PvE:
[Oxide] 01:07 [Info] [PvXSelector] Player Selected pve
[Oxide] 01:07 [Info] [PvXSelector] Key 1 doesnt exist, Returning number -
Hi @Cataclysme I will have a look into that, "Key 1 doesnt exist" is not an error, it is a status message when a player creates a ticket.
I will have to see why you got into that error though. -
Thanks
Because nobody can change their gameplay :/ -
Can I please upload your data file please.
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Of course
Attached Files:
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Are you the only one that wants to change?
Also what is your server ID? -
Hi all, Just a quick update. I tried fixing Cataclysmes issue, not sure it its fixed, So I spent very little time on the new version of the mod.
I have done some more work on the Data system, using a new Dynamic Config system by K1llY0u.
In regards to what progress I have done, I have altered the Ticket History to include created time and close time, I have streamlined the Player Info to store last known Username instead of storing the UserID twice.
I have made the mod load the player data then store it in cache for faster loading (to allow less delay during gun fires (especially damage spam situations eg Shotgun).
Here is the code for what I have so far, At this point I can confirm the new data system works and stores in a new sub folder, Also I can confirm the GUI now displays and if a player joins and leaves without selecting they will not break the mod when they rejoin, instead the mod will treat them as if they just joined.
Code:PlayerDataStorage playerData; private DynamicConfigFile PlayerData; TicketDataStorage ticketData; private DynamicConfigFile TicketData; TicketLogStorage ticketLog; private DynamicConfigFile TicketLog; private Hash<ulong, PlayerInfo> InfoCache = new Hash<ulong, PlayerInfo>(); class PlayerDataStorage{ public Hash<ulong, PlayerInfo> Info = new Hash<ulong, PlayerInfo>();} class TicketDataStorage{ public Dictionary<int, ulong> Link = new Dictionary<int, ulong>(); public Dictionary<ulong, Ticket> Info = new Dictionary<ulong, Ticket>();} class TicketLogStorage{ public Dictionary<int, LogData> Log = new Dictionary<int, LogData>();} class PlayerInfo{ public string username; public double timeStamp; public string mode; public string previousMode; public bool ticket; } class Ticket{ public int TicketNumber; public string username; public string requested; public string reason; public double timeStamp; } class LogData{ public ulong UserId; public ulong AdminId; public string requested; public string reason; public double createdTimeStamp; public double AcceptedTimeStamp; } void Loaded() { PlayerData = Interface.Oxide.DataFileSystem.GetFile("PvX/PlayerData"); TicketData = Interface.Oxide.DataFileSystem.GetFile("PvX/TicketData"); TicketLog = Interface.Oxide.DataFileSystem.GetFile("PvX/TicketLog"); lang.RegisterMessages(messages, this); permissionHandle(); LoadVariables(); } void Unloaded() { playerData.Info = InfoCache; PlayerData.WriteObject(playerData); } void OnServerInitialized() { LoadData(); } void LoadData() { try { playerData = PlayerData.ReadObject<PlayerDataStorage>(); } catch { Puts("Couldn't load player data, creating new datafile"); playerData = new PlayerDataStorage(); InfoCache = playerData.Info; } try { ticketData = TicketData.ReadObject<TicketDataStorage>(); } catch { Puts("Couldn't load Ticket data, creating new datafile"); ticketData = new TicketDataStorage(); } try { ticketLog = TicketLog.ReadObject<TicketLogStorage>(); } catch { Puts("Couldn't load Ticket Log, creating new datafile"); ticketLog = new TicketLogStorage(); } } void OnPlayerInit(BasePlayer _player) { if (_player == null) return; if (_player.HasPlayerFlag(BasePlayer.PlayerFlags.ReceivingSnapshot)) { timer.Once(2, () => OnPlayerInit(_player)); return; } if (!InfoCache.ContainsKey(_player.userID)) { InfoCache.Add(_player.userID, new PlayerInfo { username = _player.displayName, mode = "NA", previousMode = "NA", ticket = false, timeStamp = GetTimeStamp() }); playerData.Info = InfoCache; PlayerData.WriteObject(playerData); SelectorOverlay(_player); return; } string playerMode1 = InfoCache[_player.userID].mode; string playerMode2 = InfoCache[_player.userID].previousMode; if (playerMode1 != "NA" && playerMode2 == playerMode1) return; else if (playerMode1 != "NA" && playerMode2 != playerMode1) SendReply(_player, "Your last ticket was approved"); else SelectorOverlay(_player); }
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pvx seams to be not working since last update someone wanted to switch pvp to pve and the /pvx change doesnt pop up any idea on plugin update
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Sorry for the long time :/
[DOUBLEPOST=1468227224][/DOUBLEPOST]
Okay so can i test your plugin with this code ?
I return you if you want -
That code is NOT compatible with the current mod.
Once I have that code functional I will provide a test file for you to use.
Edit##
On another update I will be working on the Chat code this week, Here is what I have so far.
Code:[ChatCommand("pvx")] void PvXCmd(BasePlayer _player, string cmd, string[] args) { if ((args == null || args.Length == 0)) return; switch (args[0].ToLower()) { case "admin": AdminFunction(); return; case "change": changeFunction(); return; case "debug": debugFunction(); return; case "developer": developerFunction(); return; case "help": helpFunction(); return; case "select": selectFunction(); return; case "ticket": ticketFunction(); return; default: return; } } ////////////////////////////////////////////////////////////////////////////////////// // Chat Functions //////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////// void AdminFunction() { } void changeFunction() { } void debugFunction() { } void developerFunction() { } void helpFunction() { } void selectFunction() { } void ticketFunction() { }
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Okay so i just wait an other update for test and i return you if it's work or not ?
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@VDUBlifestyle Is the version above fixing the GUI issue? -
Yes, the GUI is set , so I do not know if I accept the ticket requests if they siwtchs well in PvE or PvP
EDIT :
I am able to accept my own request and that of speaking, in data PvP is switch to True but it didnt change was ingame :/
I can upload my data if you want ^^Last edited by a moderator: Jul 12, 2016