Rust-Kits
Moved
Total Downloads: 70,142 - First Release: Oct 21, 2014 - Last Update: Jun 7, 2018
- 4.96216/5, 185 likes
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Ok thanks.
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Reneb updated Kits with a new update entry:
fixed the auto kit fucking players inventories
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deleted the config installed plugin and
Oxide] 1:14 PM [Error] kits: [string "kits.lua"]:208: attempt to index field 'AutoKits' (a nil value) -
you didn't delete it well enough then
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ok so its working but TP home still deleting inv
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only TP home? not the others?
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its like when you TP the autokit thinksyou're dead instead of TP and do you lose your inventory
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no the auto kit shouldn't be interfering as it checks your inventory for the default kit, if you have all and only the default kit it will clear / give you new items.
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have you tried it put some inventory in your bag and then TP home and watch its gone
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hmmm nop no problem for me, inventory doesn't disappear
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Hello Reneb,
Another question about the config for you. The structure in the file, does it need to stay in tact or can I reorder things to make the kits consistent (but not remove lines)? For example:
Code:"AutoKits": { "overrideDefaultKit": false, "allowed": true, "main": [], "belt": [ { "amount": 1, "name": "Stone Hatchet" }, { "amount": 1, "name": "Foundation" }, { "amount": 1, "name": "Hammer" } ], "wear": [] },
Also, for the next version, could the spelling be fixed? I've made a backup of my fixes so I don't have to re-write each time a new version is released, but it's still a little... I duno, annoying (for lack of a better word) to fix it. I've also made the messages a little more professional and descriptive. If you want them:
Code:"Messages": { "ErrorKit": "This kit doesn't exist. Please check your spelling and try again.", "KitList": "Kits available to you:", "HelpMessage": "/kit - to see the list of kits available to you.", "NoPermissionKit": "You don't have the correct permission to use this kit.", "CoolDown": "This kit is still in it's cooldown phase. Please try again later.", "NoKitAvaible": "There are currently no kits available for you to use.", "NoKitLeft": "You currently have no available kits" },
I'm going to correct it in both the.json and .lua files but if it could be integrated it would be nice.
Sorry, I work in Videogame Localization plus I have a touch of OCD lol.
Thanks!Last edited by a moderator: Nov 28, 2014 -
Ill just live with it
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Hello! Your plugin is working, but I can't change kit starter and any kits. Where I change items in kit starter, it gives me old kit starter. How change it?
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I'm getting this...
Code:[Oxide] 5:19 PM [Error] kits: [string "kits.lua"]:208: attempt to index field 'AutoKits' (a nil value) 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
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yes read previous posts.
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sorry about that, thanks
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Code:
[Oxide] 11:52 PM [Error] kits: [string "kits.lua"]:271: attempt to index global 'KitData' (a nil value) 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
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You data file is corrupted
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You can implement the transfer function admins set?