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Recent content by BacardiAdi

  1. BacardiAdi

    Solved Sofas Are Wrongly Treated as Vehicles and Can Be Stored

    Sofas are recognized as small vehicles and can be parked and unparked.
  2. BacardiAdi

    Solved Sofas Are Wrongly Treated as Vehicles and Can Be Stored

    First test: spawn car_2mod_01 Parked Unparked Engine parts are in the car and again next to the car
  3. BacardiAdi

    Solved Questions About How Vehicles Are Saved and Restored

    Thank you very much :) I will test it and set it up over the weekend.
  4. BacardiAdi

    Solved Questions About How Vehicles Are Saved and Restored

    Can be used, but most people draw it by hand.
  5. BacardiAdi

    Solved Questions About How Vehicles Are Saved and Restored

    If possible, yes, you can see the license plate at the top. If not, it's not a big deal.
  6. BacardiAdi

    Solved Questions About How Vehicles Are Saved and Restored

    Already bought it, hoping that everything will be added :)
  7. BacardiAdi

    Solved Questions About How Vehicles Are Saved and Restored

    Another suggestion: make sure there is nothing inside the storage boxes. Otherwise, it's a good safe.
  8. BacardiAdi

    Solved Questions About How Vehicles Are Saved and Restored

    For the last point, we use the plugin, and it has a SkinnID for different fuels: https://codefling.com/clients/purchases/34477-heli-speed/ Unfortunately, we currently still use various plugins for the attached entities, including one we wrote ourselves. For example Storage on helicopter Wooden...
  9. BacardiAdi

    Solved Questions About How Vehicles Are Saved and Restored

    The plugin sounds very interesting, exactly what I'm looking for. But I still have a few questions about it. Does the vehicle get the same Net ID or does it get a new one? Are there any hooks that can be used when parking/unparking? What about other entities attached to the vehicle, such as...
  10. BacardiAdi

    Solved chicken.spawn Command Fails in Console (Carbon)

    didn't help, I changed it now. It works now private void SendMessage(BasePlayer player, string messageKey, params object[] args) { if (player == null) { Puts("A chicken has been spawned!"); return; }
  11. BacardiAdi

    Solved chicken.spawn Command Fails in Console (Carbon)

    when I use the command “chicken.spawn UserID” on the console I get the error message: Failed executing console command 'chicken.spawn' in 'Chicken Coop v1.2.0 by VisEntities' [callback] (Object reference not set to an instance of an object) at void...
  12. BacardiAdi

    Solved Two Players Grabbing the Same Chicken

    currently two players can take a chicken at the same time, this leads to a funny behavior of the chicken :)
  13. BacardiAdi

    Suggestion Coop Management Improvements

    Cool plugin, will use it on an RP server next session Improvement suggestions Player can remove coops again Maximum number of chickens through the plugin Command to pick up and drop (for key bind) Chickens spawn only for people with a permission
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Chat commands start with a /, while console commands can be entered directly in the F1 console or server console. Use find <keyword> in console to search for available commands related to the plugin. Parameters in < > are required, while [ ] are optional.
This plugin uses Oxide's permission system. Grant or revoke permissions using oxide.grant and oxide.revoke. You can assign them to individual players or groups using their Steam id or group name.
Settings are stored in the config file found under the config/ directory. You can edit this file manually, then reload the plugin to apply your changes.
Persistent data is saved in the data/ directory. This includes things like saved settings, usage stats, or player progress depending on the plugin. Deleting a data file will reset stored progress or customizations.
Language files are located in the lang/ folder. To translate messages, copy the en.json file into your target language folder (e.g. fr, de) and edit the values. Reload the plugin after changes to apply new messages.
This section lists public methods exposed by the plugin for use in other plugins. You can call these via the CallHook method. Ensure the plugin is loaded before calling its API to avoid null reference errors.
These are custom hooks that other plugins can listen for. Simply define a method with the same name and expected parameters in your plugin to handle the event. Hooks are triggered at key moments and are useful for extending or reacting to plugin behavior.
These hooks are injected into the game's code using Harmony. They let the plugin run code at key points in the game's internal logic. You can return values to block or modify behavior. Use with caution — these are powerful and can affect core mechanics.
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