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Rust Rewards 3.1.9

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Opening crates is not giving rewards.
I have edited RustRewards.json as follows:
 

    "Rewards": {
      "OpenReward": true
    },

    "Open": {
      "crate_normal": 5.0,
      "crate_normal_2": 5.0,
      "crate_basic": 5.0,
      "crate_normal_2_medical": 5.0,
    },

What am I missing? Same issue with food crates, elite crates, vehicle parts, etc..
Destroying barrels is working and assigns points.

Edited by Clockwurk
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Could you make it so 1.5 reads as $1.50 instead of $1.5 cause its just normal to include the extra zero when dealing with monetary values

Edited by KingSizeKevin
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in the previous version i was able to set which notifications where shown to players on a global scale. In the current version i can't seem to find that functionality. I can disable all notifications globally, but not individual notifications. I know that players can manage their own notifications which is great, but I would much rather be able to do it globally. 

The setting may be there and I'm just missing it, idk. 

Thanks for keeping this updated! We appreciate it. 

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@Steenamaroo No multipliers are set to 0 and 'Use_permissions' is set to false. I find it odd barrels give reward but not crates of any kind, they are both on the 'Open' list.

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@Zoreeno- You're right - There's no option to globally disable notifications.
You can globally disable categories, but not notifications for them.
I figured the per-user option overtook that option but if you think users would have it I can see about adding it back in.

 

@Clockwurk- Ok, I'll take a look and see if the same thing is happening at my end.
Should get a look at it tomorrow.
Thanks for the info!

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@Clockwurk- I just tested. I forgot, the reward is issued upon clearance of the crate - not upon initial opening.
This is how MalS originally had it, to discourage leaving lots of half-looted crates on the map

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@Steenamaroo I tested looting all contents, still nothing. I reinstalled a fresh copy of the plugin files and it's working. I must've just messed up something when customizing. Thank you for the response!

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@Steenamaroo Any chance we'll see custom reward control per NPC? Specifically I grabbed the BossMonster plugin and it would be awesome to make them worth a heck of a lot more! Right now I'm using zones to multiply their values, but this is a exploitable with animals and other npcs that enter the area.

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Hi @Neighigh- If there are popular npc plugins and an easy way to identfy npcs from them, I've no objection to giving them their own category, like ZombieHorde and BotReSpawn.

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@Steenamaroo Awesome! If you're up for it, Boss Monster does seem to be pretty popular with some. They use custom names and scientist npcs, so I imagine it might be a bit unusual to make a reward for them depending on what rust rewards is typically looking for. These guys definitely deserve their own payout considering the difficulty they can be dialed to. 😉 

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Server-wide default is on the to do list.
Should be in the next version.
Thanks!

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Another idea perhaps. Death Notes seems pretty friendly to integrate with. For anyone using Death Notes perhaps there would be a config option to allow it to read the NPCs that end up listed there, and add them to the list. This would cover so many custom NPCs as they are usually given a name and will generate themself in Death Notes if configured that way. Would potentially kill multiple birds with one stone if it's not too complicated.

I do use Boss Monster as well but this would even cover that plugin since each Boss is given a name. But then that would require people have Death Notes which I'm sure is pretty popular but wouldn't cover everything.

Just adding some additional thoughts and ideas. Thank you for your diligence and hard work @Steenamaroo!

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Hi,
DeathNotes used to print out the displaynames for BotSpawn, because BotSpawn used the old scientist and murderer, but I don't think the same provision is there for the ScientistNPC type.
Pretty sure the DeathNotes author would have to add that, if he wants to show the ScientistNPC displaynames.

Unfortunately I'm pretty sure there's nothing I can do from my end.

Edited by Steenamaroo
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No worries just thinking out loud essentially. Death Notes tends to learn the display names as it goes. So when I have added plugins and given those NPC random names or specific names, they automatically are added to Death Notes.

But to your point I wasn't sure that there would be any way to connect the two dots. Looking at the plugin there really is only the hook to be able to take those notifications and use them. I'll reach out to LazerHydra to see if they could add a hook for when those display names are added that we could use for something like this. Would be a really nice integration of two awesome plugins. I'll contact them as soon as I submit this comment.

Won't except too much from either of you with it being truly into the holiday days now but will go ahead and start the conversation.

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Ah, DeathNotes stores the names for everyone killed? I didn't realise that.

It's still probably something Lazer would have to write around, I think, but if you're told anything to the contrary I'm happy to make any changes that might help.

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4 hours ago, Steenamaroo said:

Ah, DeathNotes stores the names for everyone killed? I didn't realise that.

Yes you can manually enter them into the config but he wrote it very well in that when it detects new NPC display names it automatically adds them into Death Notes config for you.
 

4 hours ago, Steenamaroo said:

It's still probably something Lazer would have to write around, I think, but if you're told anything to the contrary I'm happy to make any changes that might help.

The more that I thought about it the more that I was like yeah that was a crazy idea. 😁

But not too crazy we would need a hook from LazerHydra that you could use and it would be possible. Just a hook that calls on that function where it adds a new name to the config. You could use that same hook to add the new name to your config as well.

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I thought they would have been added automatically but I'll make a note ^^. Thank you.

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On 12/19/2021 at 5:11 PM, Steenamaroo said:

@Zoreeno- You're right - There's no option to globally disable notifications.
You can globally disable categories, but not notifications for them.
I figured the per-user option overtook that option but if you think users would have it I can see about adding it back in.

It would be nice to be able to globally disable category notifications. I want players to see their rewards from Kills, but not all the spam from pick-ups and opens. And 70% of the players will never use the /rr menu to disable it on their own. They just get annoyed by the spam and leave. So currently the only choice i have is to disable all notifications. 

If you find the time, something like this would be perfect:

 

    "General": {
      "Disable_All_Notifications": true,
	  "Disable_Kill_Notifications": false,
	  "Disable_Harvest_Notifications": false,
	  "Disable_Open_Notifications": true,
	  "Disable_Pickup_Notifications": true,
	  "Disable_Activity_Notifications": true,
	  "Disable_Welcome_Notifications": false,	  
      "TakeMoneyfromVictim": false,
      "LogToFile": false,
      "LogToConsole": false,
      "HappyHour_BeginHour": 17,
      "HappyHour_EndHour": 21,
      "Player_Kill_Reward_CoolDown_Seconds": 0,
      "View_Reward_Values": true
	  }

 

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 Please can you Help me with this Command?

 

"items": {},
  "kits": {},
  "commands": {
    "marketplace": {
      "description": "",
      "iconName": null,
      "commands": [
        "entity.spawn marketplace $player.name"
      ],
      "displayName": null,
      "cost": 1500,
      "cooldown": 0

 

What is wrong ? want to spawn marketplace at commandsell.

 

Edited by Sebastian Elsner
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Hi,
I think maybe you're in the wrong place?
That looks like it might be ServerRewards from uMod, rather than RustRewards?

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