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Everything posted by Raul-Sorin Sorban
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Although I am still loving the idea, it does not fit well due to the ability to specify exact amounts for each item the dispensers will contain. You'd basically have to calculate that by yourself, let's say you got a total amount of 2000 for a type of rock, which contains stones, sulfur and HQ; 1500 stones, 400 sulfur and 100 HQ in the config.
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Q: Can i set to be more floors? A: Please check this out. Q: Cannot spawn doors. A: For doors to spawn, you must assign the GiftLoot array, loot which spawns in boxes behind the doors (could be gun traps or gift boxes). Q: Possible to set a min and max bullets of the shotgun traps? I want to be a random amount of bullets. A: Will add that in the future. Q: Some place the floor is missing, only carpet shown. A: That is a common Rust client-side issue. The blocks are still there, they just sometimes disappear due to Occlusion Culling.
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Changed Status from Pending to Can't Reproduce
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- 21 comments
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Version 1.3.4
1,916 downloads
Harvest resources from objects that you normally cannot harvest from. Dispensers are being slightly refilled at every sunrise. Configuration { "GatheredDispenserNotices": false, "DepletedDispenserNotices": false, "RefillDispenserNotices": true, "GatherMultiplier": 35.25, "Definitions": [ { "PrefabFilter": "rock_small", "Contents": [ { "GatherAmount": 10, "ShortName": "stones", "Amount": 100 }, { "GatherAmount": 8, "ShortName": "metal.fragments", "Amount": 50 } ], "WhitelistedHeldItems": [ "rock", "pickaxe", "hammer.salvaged", "icepick.salvaged", "stone.pickaxe", "jackhammer" ] }, { "PrefabFilter": "rock_med", "Contents": [ { "GatherAmount": 10, "ShortName": "stones", "Amount": 500 } ], "WhitelistedHeldItems": [ "rock", "pickaxe", "hammer.salvaged", "icepick.salvaged", "stone.pickaxe", "jackhammer" ] }, { "PrefabFilter": "rock_cliff", "Contents": [ { "GatherAmount": 10, "ShortName": "stones", "Amount": 5000 }, { "GatherAmount": 1, "ShortName": "bleach", "Amount": 1 } ], "WhitelistedHeldItems": [ "rock", "pickaxe", "hammer.salvaged", "icepick.salvaged", "stone.pickaxe", "jackhammer" ] }, { "PrefabFilter": "rock_formation", "Contents": [ { "GatherAmount": 10, "ShortName": "stones", "Amount": 10000 } ], "WhitelistedHeldItems": [ "rock", "pickaxe", "hammer.salvaged", "icepick.salvaged", "stone.pickaxe", "jackhammer" ] }, { "PrefabFilter": "powerline_pole", "Contents": [ { "GatherAmount": 7, "ShortName": "wood", "Amount": 200 }, { "GatherAmount": 8, "ShortName": "metal.fragments", "Amount": 50 } ], "WhitelistedHeldItems": [ "rock", "axe.salvaged", "chainsaw", "stonehatchet", "hatchet" ] }, { "PrefabFilter": "pallet_stacks", "Contents": [ { "GatherAmount": 10, "ShortName": "wood", "Amount": 300 } ], "WhitelistedHeldItems": [ "rock", "axe.salvaged", "chainsaw", "stonehatchet", "hatchet" ] }, { "PrefabFilter": "electrical_box_a", "Contents": [ { "GatherAmount": 7, "ShortName": "metal.fragments", "Amount": 500 } ], "WhitelistedHeldItems": [ "rock", "pickaxe", "hammer.salvaged", "icepick.salvaged", "stone.pickaxe", "jackhammer" ] }, { "PrefabFilter": "electrical_box_b", "Contents": [ { "GatherAmount": 7, "ShortName": "metal.fragments", "Amount": 150 } ], "WhitelistedHeldItems": [ "rock", "pickaxe", "hammer.salvaged", "icepick.salvaged", "stone.pickaxe", "jackhammer" ] }, { "PrefabFilter": "dish_radio", "Contents": [ { "GatherAmount": 10, "ShortName": "metal.fragments", "Amount": 1000 } ], "WhitelistedHeldItems": [ "rock", "axe.salvaged", "chainsaw", "stonehatchet", "hatchet" ] }, { "PrefabFilter": "powerline_pole", "Contents": [ { "GatherAmount": 7, "ShortName": "wood", "Amount": 200 } ], "WhitelistedHeldItems": [ "rock", "axe.salvaged", "chainsaw", "stonehatchet", "hatchet" ] } ] } FOR BEST ENTERTAINMENT, USE THE DEFAULT SETTINGS OF THE PLUGIN.Free- 21 comments
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I just tested the same thing, did you change the config then run the "oxide.reload aMAZEingPro" command in the console to refresh the config in Rust? Once I do that, the cooldowns work accordingly.
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Changed Status from Pending to Not a Bug
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Hello there! Thanks for your question. You must set the MaximumInvites globally, it's not per mode, it's within the top part of the configuration.
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Hey there! No worries, I'm glad I can assist you. Q: Carpets and shotgun traps can be removed with a hammer. A: Thanks for letting me know, it's now added in my to-do list and will be sorted out in the future update. Q: For shotgun traps, it's not working. A: Shotgun Traps are random, not all of them are going to shoot. By default there will be 2 out of 5 chance of them being filled with bullets. You can change that in the config. "GunTrapAmmoChanceAmount": 5, "GunTrapAmmoChanceTimes": 2, Setting the ChanceTimes property to 5, will enforce ALL the Gun Traps to be filled with bullets. Q: What should I do? TruePVE is included, but ZoneManager is not set. A: Please make sure all the dependencies are running on your server. The optional dependencies ARE NOT required, but ZoneManager -> HumanNPC are. Q: Is there a give-up function? A: Yes. By default /maze.leave will send you out from a game. If you're the host, it'll remove you and the maze from the game. If you're in someone's game, it'll just remove you from there. Q: What should I do when a bug occurs occasionally and teleportation is not performed? (When a general player goes.) A: What's this bug meant to be about? Can you please explain in more detail? Let me know if anything else's unclear!
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Hello there! Thank you for your question. The modes and Grimston configurations are within the main configuration file of the plugin. When you first load up the plugin and the config is generated, you'll notice that by the way the config file is structured. In the documentation they're split apart in chunks so they're better explained.
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Changed Status from Pending to Closed Changed Fixed In to 1.1.0
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- 22 comments
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Can you give me more context of the event that caused this?
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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- 7 comments
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- #raulssorban
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- 22 comments
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- #raul sorban
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No worries! I am glad I can assist you! Yes, you can have as many as you want, preferably not too many (up to 3) since the more they are, the more performance will be affected! This is how you add multiple Grimstons: "Grimstons": [ { "Mood (0 = Angry, 1 = Helpful, 2 = Annoying)": 0, "Speed": 3.0, "Health": 250.0, "ShootRate": 1.0, "Invincible": false, "Kit": "", "LockClothing": true, "LockInventory": false, "LockBelt": false, "InventoryItems": [], "ClothingItems": [], "BeltItems": [], "SpawnPosition (0 = Entrance, 1 = Middle, 2 = Exit)": 0 }, { "Mood (0 = Angry, 1 = Helpful, 2 = Annoying)": 0, "Speed": 3.0, "Health": 250.0, "ShootRate": 1.0, "Invincible": false, "Kit": "", "LockClothing": true, "LockInventory": false, "LockBelt": false, "InventoryItems": [], "ClothingItems": [], "BeltItems": [], "SpawnPosition (0 = Entrance, 1 = Middle, 2 = Exit)": 0 } ] To keep in mind, the configuration is per floor, so for instance, Grimstons from Floor #1 won't go to players on Floor #2 / other.
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Changed Status from Closed to Not a Bug