Recent content by mainloot

  1. mainloot

    Solved “Next Round Starts In” UI Stays After Leaving Arena

    you rock, thanks Vis!
  2. mainloot

    Solved “Next Round Starts In” UI Stays After Leaving Arena

    idk if this helps, but it seems I don't even have to join the other ones for this to happen. On fresh boot, I joined aim train, played just fine, then I left to lobby and it started to do the countdown. If I join again, it resets the aim train arena, then stays there at 00 (second image)
  3. mainloot

    Solved “Next Round Starts In” UI Stays After Leaving Arena

    I did intend them to run around, I thought that would add to the realism. It would be cool if the player could toggle whether or not they're stationary if you're open to that. nice ty for the info! yeah, we just started running a minigame server so there's definitely some configuration tweaks...
  4. mainloot

    Solved “Next Round Starts In” UI Stays After Leaving Arena

    Player was playing gun game. Left when the round ended. Went to go aim train and noticed this ui component was still present.
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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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