1. Perso, j'ai pas Oxmin et ca fonctionne (en tout cas l'ancienne version fonctionne). Il y a que le prod qui marche pas.
     
  2. normal ^^, but now you need it. so all features work.
     
  3. Yes but i've a problem with Oxmin.. Godmode problem. Players can killed me with a headshots or if i'm jumping from too high
     
  4. Could you do Wood & Metal Foundation : false ?
     
  5. not for me :)
     
  6. yep i know
    ???
     
  7. is it possible to add something like selection what players can destroy? like only pillars.. only walls.. or combonation like only walls and pillars etc..

    thanks
     
  8. in next version.
     
  9. Reneb updated R-Remover with a new update entry:

    Removable / not removable

     
  10. i get error cannot remove with this gun when using shotgun killing animals
     
  11. Error with r-remove.
    Code:
    ERROR: : [string "r-remover.lua"]:314 - A .NET exception was thrown trying to call cs.convertandsetonarray!
    3:52 PM: ERROR: : A .NET exception occured in user-code (@)
    3:52 PM: ERROR: : nil
    3:52 PM: ERROR: : Value is not a convertible object: System.String to UnityEngine.GameObject (@mscorlib)
    3:52 PM: ERROR: :   at System.Convert.ToType (System.Object value, System.Type conversionType, IFormatProvider provider, Boolean try_target_to_type) [0x00000] in <filename unknown>:0
      at System.String.System.IConvertible.ToType (System.Type targetType, IFormatProvider provider) [0x00000] in <filename unknown>:0
      at System.Convert.ToType (System.Object value, System.Type conversionType, IFormatProvider provider, Boolean try_target_to_type) [0x00000] in <filename unknown>:0
      at System.Convert.ChangeType (System.Object value, System.Type conversionType) [0x00000] in <filename unknown>:0
      at Oxide.Main.lua_ConvertAndSetOnArray (System.Array arr, Int32 idx, System.Object value, System.Type newtype) [0x00000] in <filename unknown>:0
      at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
      at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
    3:52 PM: ERROR: Error in timer (r-remover)
    [string "r-remover.lua"]:243: : NLua.Exceptions.LuaScriptException: [string "r-remover.lua"]:243: A .NET exception occured in user-code
      at NLua.Lua.ThrowExceptionFromError (Int32 oldTop) [0x00000] in <filename unknown>:0
      at NLua.Lua.CallFunction (System.Object function, System.Object[] args, System.Type[] returnTypes) [0x00000] in <filename unknown>:0
      at NLua.Lua.CallFunction (System.Object function, System.Object[] args) [0x00000] in <filename unknown>:0
      at NLua.LuaFunction.Call (System.Object[] args) [0x00000] in <filename unknown>:0
      at Oxide.Main+<>c__DisplayClass6.<lua_NewTimer>b__4 () [0x00000] in <filename unknown>:0
    mscorlib: System.ArgumentException: failed to convert parameters
      at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
      at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
      at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
      at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
      at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
      at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
      at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
      at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 
     
  12. Reneb updated R-Remover with a new update entry:

    small fix

    [DOUBLEPOST=1398220544][/DOUBLEPOST]
    your remover is not up to date, as on those lines there is nothing.
     
  13. Thank you for this plugin, getting better all the time.

    Two things. Would you consider releasing /prod separately? Or allowing /remove to be turned off in the cfg for all players?

    Second, could you allow it so that foundations around the perimeter of a building (but attached to the structure) could be removed? At, the moment players need to clear pillars and walls that share on an edge shared with another foundation before they can remove.

    Many thanks.
     
    Last edited by a moderator: Apr 23, 2014
  14. if yes, pls make it switchable, cauase I dont wanna ppl using this and bugging box under foundation...

    btw. its sad that I cant let ppl use remove walls and ceiling, cause it makes bases unraidable :(
     
  15. @David Prince
    1) why making it seperatly? when there is already some plugins that gives you only prod? such as: http://oxidemod.org/resources/bushy-prod.445/

    2) i thought about it, had same problems on my server, but i need to think about how to make that :x

    @Sparhawk : i don't get a lot of that on my server, but when i do, players call admins and ask us to remove the abusing ceiling or what so ever.
    I was thinking about making that you can't use remove when your building is underattack but C4 or grenades (like there is for repair)
     
  16. yep its the same for my server.. admins are called for missplaced walls, doors, doorways and ceiling.. but its better then letting them remove it, cause that way ppl want raid bases and "steal" them..
    but if I letting ppl remove doors, doorways, walls, ceiling etc bases cant be "stolen" and I dont think that u can do anything about it.. cause I think there isnt anything what can change ownership of base.
     
  17. I can't get the /prod to work. Do i have to log in as an admin to do so?
     
  18. yes you need to be an admin
    and you also need Oxmin.
     
  19. well have one bug.. if "refund":true then ppl who hit something fast they can get more then one item :(
    I tested it on pillar so far.. if u place it on roof of your house and dmg it using axe 2x, u will get 2 pillars instead of 1.
     
  20. Now didnt working for users ((
    Code:
    [Oxide] r-remover: [C]:-1 - A .NET exception was thrown trying to call cs.callplugins!
    [Oxide] r-remover: A .NET exception occured in user-code (@)
    [Oxide] r-remover: nil
    [Oxide] r-remover: [string "r-remover.lua"]:335: attempt to index field 'removable' (a nil value) (@)
    [Oxide] r-remover:   at NLua.Lua.ThrowExceptionFromError (Int32 oldTop) [0x00000] in <filename unknown>:0
      at NLua.Lua.CallFunction (System.Object function, System.Object[] args, System.Type[] returnTypes) [0x00000] in <filename unknown>:0
      at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
      at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 
    Now work only admin commands ( /remove admin : /remove all : /prod)
    This is my CFG
    Code:
    {
        "refund": true,
        "onlyadminprod": false,
        "antifloat": false,
        "Wood Shelter": false,
        "Metal Door": true,
        "Wood Doorway": true,
        "Large Spike Wall": true,
        "Wood Foundation": true,
        "Wood Wall": true,
        "Wood Gateway": true,
        "Wood Ceiling": true,
        "Workbench": true,
        "Metal Window": true,
        "Furnace": true,
        "Wooden Door": true,
        "Bed": true,
        "Metal Ceiling": true,
        "Metal Doorway": true,
        "Sleeping Bag": false,
        "Wood Window": true,
        "Wood Barricade": false,
        "Metal Window Bars": true,
        "Metal Stairs": true,
        "Metal Wall": true,
        "Large Wood Storage": true,
        "Wood Pillar": true,
        "Metal Ramp": true,
        "Metal Pillar": true,
        "Wood Storage Box": false,
        "Metal Foundation": true,
        "Wood Gate": true,
        "Camp Fire": false,
        "Spike Wall": true,
        "Wood Ramp": true,
        "Small Stash": false,
        "Repair Bench": true,
        "Wood Stairs": true
    }
     
    Last edited by a moderator: Apr 24, 2014