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Rust Rewards 3.2.0

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40 minutes ago, TomHud said:

type /rr and then turn them all off on the menu that pops up

yes but its for me only or for all player?

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  • Administrator

Hi,

There's no option for that right now but I'll add a config true/false option to disable all reward notifications in the next update.

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  • Administrator

Thanks @always Tim
There'll be another update this evening addressing a few bugs and a mistake I made, resulting in that ^ error.

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(23:45:06) | Failed to call hook 'OnPlayerDeath' on plugin 'RustRewards v3.0.1' (ArgumentNullException: Value cannot be null.

Parameter name: key)

at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) [0x00008] in <eae584ce26bc40229c1b1aa476bfa589>:0

at System.Collections.Generic.Dictionary`2[TKey,TValue].ContainsKey (TKey key) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0

at Oxide.Plugins.RustRewards.GetFriendly (System.String name, BaseEntity ent) [0x0005a] in <2e8795726bbf493bb5bc0913fa5218be>:0

at Oxide.Plugins.RustRewards.GiveReward (BasePlayer player, Oxide.Plugins.RustRewards+RewardType type, System.Double amount, BaseEntity ent, System.String weapon, System.Single distance, System.String name) [0x003b3] in <2e8795726bbf493bb5bc0913fa5218be>:0

at Oxide.Plugins.RustRewards.OnPlayerDeath (BasePlayer player, HitInfo info) [0x001c9] in <2e8795726bbf493bb5bc0913fa5218be>:0

at Oxide.Plugins.RustRewards.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0035b] in <2e8795726bbf493bb5bc0913fa5218be>:0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <31122a27a2414cd799150f8677cf39d4>:0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <0fbce81d88d64454b3e7abb24df7026b>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <0fbce81d88d64454b3e7abb24df7026b>:0

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@Steenamaroo

The plugin is great.  Good job.

I would have a little suggestion:

That the playing time be calculated according to the afk.

To put it simply, that the player touches his gain but only when it is active, that the plugin can detect if it is AFK. Because currently, even if the player is AFK, he still receives his gain.

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So is there still the option for the rewards to "Print to Console"? 

 

I have Logging enabled in the configs, but I didn't see that print to console option anywhere.

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  • Administrator

I assumed that was author debug and removed it,
although I'd be happy to add it back in again.

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Yeah that would be awesome if you could. I find it useful when I'm using RCON and wanna tweak the rewards.

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  • Administrator

Hi,

Setting start and end hour to the same thing would disable it, but I'll add a true/false back in.
Must have gotten lost along the way.

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Is there a way to change the message?

 

I changed it in the plugin file to:

 

["Kill"] = "You received {0} RP For Killing A {1}",

 

But it still says   You recieved ... l bear l meters for example

I just want it to say they got x RP for killing npc name

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Why on earth would you edit the CS code of a plugin to change language options? You can find all the strings where they should be expected; oxide/lang/en/RustRewards.json

You can edit the messages to your heart's content in there, just make sure you verify your JSON's validity when you're done to avoid errors: https://jsonlint.com/

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5 hours ago, Admin Whats-his-face said:

Why on earth would you edit the CS code of a plugin to change language options? You can find all the strings where they should be expected; oxide/lang/en/RustRewards.json

You can edit the messages to your heart's content in there, just make sure you verify your JSON's validity when you're done to avoid errors: https://jsonlint.com/

Brand new to plugins so had no idea about that file!

 

Thanks mate

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8 hours ago, Tobbo said:

Brand new to plugins so had no idea about that file!

 

Thanks mate

If you change it directly in *.cs you would need delete the language file first. But the idea behind the language files was that you DONT edit the *.cs.

You'd better edit the language file 🙂

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Can I manually add shortnames to the "Weapon_Multipliers" list ?

All the tools that can damage + the Sickle are missing from the list.

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10 minutes ago, Steenamaroo said:

Pretty sure I didn't test it but yes, I believe you can do that.

Test Mode Enabled ;o)

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17 minutes ago, Steenamaroo said:

Pretty sure I didn't test it but yes, I believe you can do that.

Confirmed

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  "Weapon_Multipliers": {
    "axe.salvaged": 1.0,
    "bone.club": 1.0,
    "bow.compound": 1.0,
    "bow.hunting": 1.0,
    "candycaneclub": 1.0,
    "chainsaw": 1.0,
    "crossbow": 1.0,
    "flamethrower": 1.0,
    "flashlight.held": 1.0,
    "grenade.beancan": 1.0,
    "grenade.f1": 1.0,
    "gun.water": 1.0,
    "hammer.salvaged": 1.0,
    "hatchet": 1.0,
    "icepick.salvaged": 1.0,
    "jackhammer": 1.0,
    "knife.bone": 1.0,
    "knife.butcher": 1.0,
    "knife.combat": 1.0,
    "lmg.m249": 1.0,
    "longsword": 1.0,
    "mace": 1.0,
    "machete": 1.0,
    "multiplegrenadelauncher": 1.0,
    "paddle": 1.0,
    "pickaxe": 1.0,
    "pistol.eoka": 1.0,
    "pistol.m92": 1.0,
    "pistol.nailgun": 1.0,
    "pistol.python": 1.0,
    "pistol.revolver": 1.0,
    "pistol.semiauto": 1.0,
    "pistol.water": 1.0,
    "pitchfork": 1.0,
    "rifle.ak": 1.0,
    "rifle.bolt": 1.0,
    "rifle.l96": 1.0,
    "rifle.lr300": 1.0,
    "rifle.m39": 1.0,
    "rifle.semiauto": 1.0,
    "rock": 1.0,
    "rocket.launcher": 1.0,
    "salvaged.cleaver": 1.0,
    "salvaged.sword": 1.0,
    "shotgun.double": 1.0,
    "shotgun.pump": 1.0,
    "shotgun.spas12": 1.0,
    "shotgun.waterpipe": 1.0,
    "sickle": 1.0,
    "smg.2": 1.0,
    "smg.mp5": 1.0,
    "smg.thompson": 1.0,
    "snowball": 1.0,
    "snowballgun": 1.0,
    "spear.stone": 1.0,
    "spear.wooden": 1.0,
    "stone.pickaxe": 1.0,
    "stonehatchet": 1.0,
    "torch": 1.0
  },

 

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