Weapons On Back [Obsolete]

Renders the player's best weapon on their back, and best sidearm on their hip

Total Downloads: 6,726 - First Release: Oct 25, 2016 - Last Update: Jan 31, 2017

5/5, 35 likes
  1. Please fix the resource ID
     
  2. Great Plugin. The new Python Revolver does not show on hip though.

    Keep up the good work!
     
  3. Python not showing!
     
  4. Rak

    Rak

    Weapons will continue to show while Vanished (Using Vanish Plugin) please create a workaround
     
  5. Jake Rich updated Weapons On Back with a new update entry:

    0.2.2

     
  6. Jake Rich updated Weapons On Back with a new update entry:

    0.2.3

     
  7. I've download the last update, and weapondisplay 1 or 0 don't work.. :p
     
  8. Soooo I tried splitting the holster code into two (left hip / right hip) so I can show weapons on the left and tools on the right.. I kinda got it to work but things started going crazy... I swapped everything back to default (deleted the json and cs file and re-uploaded the cs) but now all of my characters are stuck with the bow on their back (my servers auto kit starts you with a bow). I'm also getting the error:

    Code:
    More than one viewmodel active at the same time.
    
    Any ideas? Again, this is on a fresh cs / config and the bow is still stuck.
     
  9. Could you add the ability to turn this off for certain usergroups? such as Admins?
     
  10. @Jake Rich
    Id like to request that the ResourceID get added,
    so that I can use plugins to check for Weapons on Back updates

    Change

    [Info("WeaponsShownOnBack", "Jake_Rich", "0.2.3")]

    to

    [Info("WeaponsShownOnBack", "Jake_Rich", "0.2.3", ResourceId = 21641)]

    ==============

    4. The ResourceId is optional (last part of Info attribute in C# plugins), but often preferred by server owners as it is used along with plugins and tools to check for updated versions of the plugin on our site. Setting this to something random will cause issues with plugins that rely on it.
    > Good: 0 (or not set) Bad: 12939402 random #
    Plugin submission guidelines and requirements | Oxide

    Plugin Developers
    To add Updater support in your plugin, add the ResourceId variable and your plugin's ID from its URL.
    Ex.http://oxidemod.org/plugins/updater.681/
    Code (C):
    namespace Oxide.Plugins
    {
    [Info("Title of Plugin", "Your Name", 0.1, ResourceId = 681)]
    Updater | Oxide

    "You'll know your ResourceId when you've added your plugin for the first time. It's the numbers on the end of the plugin's overview url, for instance, m-Teleportation has 660 as resource id: http://oxidemod.org/resources/teleportation-system.660/

    This is used for the updater plugin to check for plugins updates through the server console :)"
    PLUGIN.ResourceId | Oxide
    Solved - Resource id for plugins | Oxide
     
  11. nice work dude <3
    it's work perfect on my server!

    20170215034059_1.jpg 20170215034118_1.jpg 20170215034345_1.jpg
     
  12. Is this working for anyone else with the most recent update?
     
  13. Wulf

    Wulf Community Admin

    Are you having issues with it?
     
  14. It's work fine for me.
     
  15. From now on, this plugin will not be needed. It has been integrated into the base game :D Enjoy!
     
  16. Nice job! I hope facepunch donate to you for this awesome thing! ;)
     
  17. RIP
    Thanks for the work guys!
     
  18. Error while compiling: WeaponsOnBack.cs(115,25): error CS1955: The member `BasePlayer.IsAdmin' cannot be used as method or delegate
     
  19. Wulf

    Wulf Community Admin

    The game has this natively as of a couple updates ago.
     
  20. Thank you.