Hi,
Yes send me the log by PM please.
Thanks
Hi,
Yes send me the log by PM please.
Thanks
GeeknessFr updated [plain]Light Sensor[/plain] with a new update entry:
[plain]Made it compatible for ECO 7.3 Servers[/plain]
ZitatNow Compatible for 7.3
GeeknessFr updated [plain]Floor Lamp[/plain] with a new update entry:
[plain]Made it compatible for ECO 7.3 Servers[/plain]
ZitatNow Compatible for 7.3
GeeknessFr updated [plain]Time Commands[/plain] with a new update entry:
[plain]Made it compatible for ECO 7.3 Servers[/plain]
ZitatNow Compatible for 7.3
GeeknessFr updated [plain]Floor Lamp[/plain] with a new update entry:
[plain]Back to a Non-Compiled .cs file.[/plain]
ZitatNo change to the Lamp, I just provide a Non-Compiled .cs file to let people modify my object.
GeeknessFr submitted a new resource:
[plain]Proximity Sensor[/plain] - [plain]Class to give you some informations when a player is near a WorldObject[/plain]
ZitatAlles anzeigenProximity Sensor v0.80
Details :
This DLL is not a Mod, You have to add it as a Reference in your Visual Studio Project.
Namespace : Eco.ProximitySensor
Functions :
- [ICODE]bool IsAnyone(this WorldObject Obj, int SensorDistance = 20)[/ICODE]
- [ICODE]IEnumerable<User> GetAnyone(this WorldObject Obj, int SensorDistance = 20)[/ICODE]
You can implement it in your WorldObject by adding :
- [ICODE]using...[/ICODE]
GeeknessFr submitted a new resource:
[plain]Time Commands[/plain] - [plain][Debug/Dev Tool] - Chat commands to show or control world time.[/plain]
ZitatTime Commands [DEBUG/DEV TOOL]
WARNING : It's a DEBUG/DEV TOOL ! Don't use the Admins command on a public server !
I'll not be responsible for any damage to your server.This simple mod adds 3 chat commands :
- [ICODE]/time[/ICODE] : (All users) - (This command is safe and doesn't make any change.) - Show the Simulation and Day time (Time i used for Daylight Mode on my Light Sensor)
- [ICODE]/addtime [world time minutes][/ICODE] ...
GeeknessFr updated [plain]Light Sensor[/plain] with a new update entry:
[plain]Now with Daylight Mode ![/plain]
ZitatAlles anzeigen2018-03-27 - v1.10
- Added : Daylight Mode (Will switch lights when the night is falling !)
- Left-Click now change Modes :
OFF -> 1: Daylight Mode & Proximity Sensor -> 2: Proximity Sensor -> 3: Daylight Mode
- Fixed : On Sensor spawn all lights in range are reinitialized and set in the right state.See the description page to see how it works.
Update :
- Replace all files with files included in Zip folder.
- If you have Sensors in game, you should left-click on it...
Hi,
You missed the : [ICODE]SetAnimatedState("Fan", this.Operating && FanOn);[/ICODE] in the tutorial.
For your door, this line should be like :
I think you could place this line in [ICODE]ToggleOpen()[/ICODE] method.
In fact, "SetAnimatedState" will toggle your "GlassDoor" parameter in your controller and set it as the second parameter of SetAnimatedState, here this.Open.
Hi,
I made a new WorldObjectComponent in C# like this :
using ....
using ....
using ....
namespace Eco.Gameplay.Components
{
[Serialized]
public class MyComponent : WorldObjectComponent
{
public override void Initialize()
{
base.Initialize();
// ... //
}
public override void Tick()
{
base.Tick();
// ... //
}
public static bool AnyFunction(int AnyVariable)
{
// ... //
}
}
}
Alles anzeigen
I tried to put this .cs file (non-compiled) in Mods folder.. and it works fine. I can use my component in the Streetlamp.cs for exemple by adding :
But now, i want to compile my component in a DLL... and when i put this DLL in Mods folder... Streetlamp.cs return an error saying "MyComponent" is unknown...
If i use MyComponent in another Object i compiled in a DLL (my FloorLamp for exemple) it works fine !...
My question is : Is there a way to make it working ?
I don't know if you did this... but like in the Ceiling Fan Tutorial (here : https://github.com/StrangeLoopGam…iling-Fan-Light) you need to add a "Parameter" to toggle your animation and catch the "OnActRight" in the .cs file to toggle this parameter in Unity Object.
The part of the tutorial for code : https://github.com/StrangeLoopGam…ing-server-code
...and for object setting in Unity : https://github.com/StrangeLoopGam…tion-controller
You can see this in "Animation Controller Setup" :
Zitat
- Make transitions between the on/off states and add a parameter named 'Fan' (This name must match the AnimationState name defined on the server, the WorldObject script will automatically keep it in sync with the server variable)
I hope this will help you.
Hi,
I think some modders know this issue if they have already tested the staging version... but this post is also here to help some users who get this error.
So.. I've just tested the latest staging version (7.3.0) and all mods containing a recipe will crash servers on loading.
If your mod is a not compiled .cs file, you'll get this error :
Exception
System.Reflection.TargetInvocationException: Une exception a été levée par la cible d'un appel. ---> System.Exception: Error in FormTest at 134: The best overloaded method match for 'Eco.Gameplay.DynamicValues.SkillModifiedValue.SkillModifiedValue(float, Eco.Gameplay.DynamicValues.ModificationStrategy, System.Type, Eco.Shared.Localization.LocString)' has some invalid arguments (CS1502)
Error in FormTest at 134: Argument 4 : impossible de convertir de 'string' en 'Eco.Shared.Localization.LocString' (CS1503)
My error text is in french, so in english it say : "Can't convert 'string' in 'Eco.Shared.Localization.LocString'.
ZitatIf your mod is a compiled DLL... the server just freeze on loading... and don't show any error.
This is due to the new "Localizer" class and if you have a recipe in your script you should add [ICODE]using Eco.Shared.Localization;[/ICODE] on top of your script, and modify this line :
[ICODE]SkillModifiedValue value = new SkillModifiedValue( ... , ... , ... , "craft time");[/ICODE]
With this :
[ICODE]SkillModifiedValue value = new SkillModifiedValue(... , ... , ... , Localizer.Do("craft time"));[/ICODE]
I don't know if any other "string" will be impacted by this issue.
Obviously, don't make any change while you don't update your server.
GeeknessFr submitted a new resource:
[plain]Light Sensor[/plain] - [plain]Sensor to turn lights on when approaching.[/plain]
ZitatAlles anzeigenDescription :
This sensor will switch any lights (Electric Lamps but also Candles, Torches, Brazier.. etc...) while getting closer or going away.I made a video to present :
Externer Inhalt www.youtube.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Durch die Aktivierung der externen Inhalte erklären Sie sich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt.
Installation :
Extract Zip content to your Mods folder.
How it works :
There is 2 ranges : Lights range (15m) and Detection range (20m). All lights in "Lights range" will switch when any player enter in "Detection Range"...
GeeknessFr updated [plain]Floor Lamp[/plain] with a new update entry:
[plain]Brightness Fine Tuning and Optimized Code.[/plain]
ZitatVersion 1.10 :
- Lamp is less bright as before.
- Cleaned and Optimized Code.Update :
You must completely delete older version and his folder and extract ZIP content in your Mods folder.
GeeknessFr updated [plain]Floor Lamp[/plain] with a new update entry:
[plain]Many compatibility changes...[/plain]
ZitatVersion 1.042 :
- Removed "Fade" effect causing Global Illumination to have 2 lights at the same time.
- Reworked Point Light to definitely work without Global Illumination turned on in Advanced Settings
- Tested on 7.1.2 server and made it to work withThanks to Rexzooly ! He helped me a lot with compatibility check with 7.1.2 servers.
GeeknessFr updated [plain]Floor Lamp[/plain] with a new update entry:
[plain]Fixed a conflict item's name with Clay's ToolKit[/plain]
ZitatVersion 1.04 :
- FloorLamp was already used by Clay's ToolKit so i've juste changed the item name to gkns_FloorLampUPDATE :
- Before uninstalling older version, you MUST delete all the existing FloorLamp on the World BEFORE deleting.
- Once done, you can delete the older "FloorLamp" folder and update with this version.Sorry for the inconvenience... From now on, all my mods will be named with "gkns_" in front of the Item/Object name.
GeeknessFr updated [plain]Floor Lamp[/plain] with a new update entry:
[plain]Quick Texture Update[/plain]
ZitatVersion 1.03
- Fixed : Too bright in dark
- Reworked Textures
GeeknessFr updated [plain]Floor Lamp[/plain] with a new update entry:
[plain]Fixed bug without Global Illumination[/plain]
ZitatVersion 1.02
- Fixed : Bug without Global Illumination (There was no light...)
- Added : Fade In and Out when switched On and Off (Only with Global Illumination)
GeeknessFr submitted a new resource:
[plain]Floor Lamp[/plain] - [plain]Just a Floor Lamp.[/plain]
ZitatAlles anzeigenFirst version of this lamp.
Description :
- Power Needed : 40W
- 2 Housing Points (0.90 Diminishing Points)
- Warm Light
- Craftable at Factory (8 Steels, Electronic Engineer Skill 3)Installation :
Extract Zip content to your "Mods" folder.Screenshots :
forum.play.eco/core/attachment/163/