Minigun Reload Anywhere (Legacy Thread)

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The plugin works by attaching a reload component to the minigun, but it only does this when you switch to or equip the minigun. Therefore if you reload the plugin while the minigun is your active item, you need to re-equip it or switch to another item and then back to the minigun to reactivate the reload component
 
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For some reason, my permission for the plugin got turned off. I don't know how it happened, but once I turned it back on all was well. I really like this! Why don't you have it up on Umod?
 
For some reason, my permission for the plugin got turned off. I don't know how it happened, but once I turned it back on all was well. I really like this! Why don't you have it up on Umod?
Because it'd take months to get it up there, and sadly umod is in decline. I'm not going to sit around waiting for them to get their act together. I love umod and will continue maintaining my mods there, but all new content will be exclusively available on Game4Freak moving forward. I have a lot of plugins lined up for release, so keep an eye out here! 😊
 
Sounds good. The only problem is this site isn't supported by the Update Checker plugin. And I don't see a place on this site that lets you subscribe for update notifications, so that means I need to manually check for updates. I run over 60 plugins on my server, so getting updates is vital.
 
Sounds good. The only problem is this site isn't supported by the Update Checker plugin. And I don't see a place on this site that lets you subscribe for update notifications, so that means I need to manually check for updates. I run over 60 plugins on my server, so getting updates is vital.
There's no need for a plugin for that because when you download a plugin, you're automatically set to watch it, so you receive an email whenever a new update is released. You can also manually watch plugins by clicking the Subscribe for Updates button at the top right of the plugin page. It's the same system as on umod. I believe receiving an email is better than using an update checker plugin. However if needed, I could easily create an update checker plugin, it's not a problem
 
That's good to know! I get email updates for some of my plugins, and UpdateChecker gets the rest usually. I did go into the code for that plugin and tried to manually add the link but it didn't work. No biggie if I get emails. Thanks for your quick replies! Most other devs don't respond or take a long time to.
 
That's good to know! I get email updates for some of my plugins, and UpdateChecker gets the rest usually. I did go into the code for that plugin and tried to manually add the link but it didn't work. No biggie if I get emails. Thanks for your quick replies! Most other devs don't respond or take a long time to.
Could you tell me which update checker plugin you're using? I'll look into getting it added
 
Since today's update this plugin no longer functions. When I try to reload, I get a message that I can only reload at a workbench. Please update!
I tested and it still works fine. Try switching back and forth to the minigun, make sure the plugin is loaded, and check that you have the permission granted
 
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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.
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.
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. Make sure 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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