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New skins oversight by FP


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  • Administrator
Posted

I sure hope not. That plugin overcomplicates something that is extremely simple. I'm struggling to see the value in it at all. It does absolutely nothing besides expensive api calls.

For developers:

If you want to see if a user owns a skin:

player.blueprints.CheckSkinOwnership(skinItemId, player.userID)

If you want to see if a user owns DLC:

item.info.steamDlc.HasLicense(player.userID)

If you want to see if an item requires a DLC:

item.info.NeedsSteamDLC

If for whatever reason you need the full list of approved skins:

  foreach (var skin in Approved.All)
  {
       var itemName = skin.Value.Skinnable.ItemName;
       var skinId = skin.Value.WorkshopdId;
       // etc... It's a Dictionary<ulong, ApprovedSkinInfo>
  }


Furthermore, you can go pretty deep with skins and see if they're tradable and marketable. There may be some skins Facepunch makes an exception for that aren't obtainable via monetary means.

ApprovedSkinInfo.Tradable
ApprovedSkinInfo.Marketable

 

That's it. That's all you need. If I'm missing something let me know and I'll add it.

  • Like 3
  • Love 1
Posted (edited)

Regarding the blueprint check method.

player.blueprints.CheckSkinOwnership(skinItemId, player.userID)


This only works if plugins like ( Blue Print Unlock ) aren't modifying that data to read.

This means you'd have to wipe BP data and remove the blue-print plugin until the owner/dev has updated it.

Blue Print Sharing plugins are also not updated to handle DLC content.

image.png.05a0defd0fce0014f6fd74a52e494cc4.png

image.png.bedea03d2f19edef27b863e61d9d2381.png

Edited by Khan
  • Confused 1
  • Administrator
Posted

Doesn't sound like a problem to anyone but the developer of that plugin. I also don't see why it would need to modify the ItemDefinition just to unlock a blueprint? lol

playerInfo.unlockedItems.Add(bp.itemid);
player.ClientRPCPlayer(null, player, "UnlockedBlueprint", bp.itemid);

player.stats.Add("blueprint_studied", 1);
  • Administrator
Posted

You originally said plugins like this are modifying the blueprint data, which would be modifying the ItemDefinition. But based on that code they aren't, so how would this affect CheckSkinOwnership??

Posted

Right, I meant DLC content being unlocked via BluePrint plugins, but some modify the skin data in the BP data as well, so that the default item crafted is different. 

 

  • Administrator
Posted
Just now, Khan said:

Right, I meant DLC content being unlocked via BluePrint plugins, but some modify the skin data in the BP data as well, so that the default item crafted is different. 

Right, but these plugins shouldn't be unlocking DLC content anymore, and if they were (for say a creative or test server) none of the above is relevant.

Posted

Many owners use the blueprint unlock plugins to give out all bps as soon as they connect. The problem is that they were not aware that it included DLC items.

For example whispers plugin allows owners to give out all without even knowing about the DLC stuff.

image.png.8e6051284c646a76d43ffc6e1b1dc407.png

BP Sharing plugins like the one on umod also do not check for DLC content when team members join and update everyone's BP data in the team.

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