C# CODE

Demo

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Tell me how to solve the error?

A get or set accessor expected = Hooks.OnBlueprintUse += HandleBlueprintUse
Indicates Hooks

Expected class, delegate, enum, interface, or struct = private void HandleBlueprintUse
Indicates void

C#:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Fougerite;

namespace Plugins
{
    public class Class1
    {
        public override string Name
        {
            get { return "Name"; }
        }

        public override string Author
        {
            get { return "Author"; }
        }

        public override string Description
        {
            get { return "Description"; }
        }

        public override string Version
        {
            get { return "Version"; }
        }

        public override void Initialize
        {
        Hooks.OnBlueprintUse += HandleBlueprintUse
        }

        public override void DeInitialize
        {
        Hooks.OnBlueprintUse -= HandleBlueprintUse
        }
    }
}

private void HandleBlueprintUse(Fougerite.Player player, BPUseEvent blueprintEvent)
        {
        if (blueprintEvent.ItemName == "Bolt Action Rifle")
        {
        Server.Broadcast(Player.Name + "NoCraft");
        blueprintEvent.Cancel == true;
        }
}
 

DreTaX

Probably knows the answer...
Administrator
Jun 29, 2014
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At your house.
github.com
Tell me how to solve the error?

A get or set accessor expected = Hooks.OnBlueprintUse += HandleBlueprintUse
Indicates Hooks

Expected class, delegate, enum, interface, or struct = private void HandleBlueprintUse
Indicates void

C#:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Fougerite;

namespace Plugins
{
    public class Class1
    {
        public override string Name
        {
            get { return "Name"; }
        }

        public override string Author
        {
            get { return "Author"; }
        }

        public override string Description
        {
            get { return "Description"; }
        }

        public override string Version
        {
            get { return "Version"; }
        }

        public override void Initialize
        {
        Hooks.OnBlueprintUse += HandleBlueprintUse
        }

        public override void DeInitialize
        {
        Hooks.OnBlueprintUse -= HandleBlueprintUse
        }
    }
}

private void HandleBlueprintUse(Fougerite.Player player, BPUseEvent blueprintEvent)
        {
        if (blueprintEvent.ItemName == "Bolt Action Rifle")
        {
        Server.Broadcast(Player.Name + "NoCraft");
        blueprintEvent.Cancel == true;
        }
}
http://fougerite.com/threads/c-plugin-development-guide.543/

Missing : Fougerite.Module

Your method is not in the class.
 

DreTaX

Probably knows the answer...
Administrator
Jun 29, 2014
4,093
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113
At your house.
github.com
What do you mean?I added using Fougerite;

I 1 time I try :( do something in C#
Nope.

C#:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Fougerite;

namespace TestPlugin
{
    public class TestPlugin : Fougerite.Module
    {
        public override string Name
        {
            get { return "Name"; }
        }

        public override string Author
        {
            get { return "Author"; }
        }

        public override string Description
        {
            get { return "Description"; }
        }

        public override Version Version
        {
            get { return new Version("1.0"); }
        }

        public override void Initialize
        {
            Hooks.OnBlueprintUse += HandleBlueprintUse
        }

        public override void DeInitialize
        {
            Hooks.OnBlueprintUse -= HandleBlueprintUse
        }
   
        public void HandleBlueprintUse(Fougerite.Player player, BPUseEvent blueprintEvent)
        {
            if (blueprintEvent.ItemName == "Bolt Action Rifle")
            {
                Server.GetServer().Broadcast(Player.Name + "NoCraft");
                blueprintEvent.Cancel == true;
            }
        }
    }
}

Make sure to USE .NET 3.5 NOT ABOVE
 
Last edited: