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TF Crazy

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Everything posted by TF Crazy

  1. Hide UI": true, Update when your server is close, after change save, and start
  2. Sorry to put my health and family first... I have always been attentive to the people who bought my products, I have always answered to messages, mp, made custom plugins for free. And now I don't have the time due to a new job, health problems, and my two young children, I take criticism like this. Anyway I'm going to delete all my plugins, I'm fed up with taking my head with this kind of thing
  3. The plugin works correctly. Out of the hundreds of users of my plugin, I have no other feedback about the bug you are confronted with (if it comes from my plugin, and not from another one you use on your server). I said I would look into it. I didn't say when. A patch is not done without testing to make sure it is solved. I have to reinstall rust and a dedicated server. As I said, I don't have the time and energy for that right now.
  4. I didn't plan when I would start working on the update.
  5. The next update should review the entire plugin. To add a lot of new features, and fixes to the facepunch additions. I plan to do that, but it's not planned at all. It's a 4000 lines of code project. I don't have the time or energy for this project right now. Regards
  6. Do you have more information? Does it happen with a particular weapon? Against a particular object? During non-raiding hours etc? In order to locate the problem.
  7. TF Crazy

    stacks mess up fuel gage

    Changed Fixed In to 1.0.7 @steven burns Option "Max fuel tank capacity [0 for infinity]", put to 0.
  8. TF Crazy

    stacks mess up fuel gage

    Changed Status from Work in Progress to Closed
  9. TF Crazy

    stacks mess up fuel gage

    Changed Status from Pending to Work in Progress I am on vacation. When I come back I'll make a maj to add an option to block the gauge at max
  10. Corected in v4
  11. TF Crazy

    CRadio

    If you want use command. Take false in config file for roleplay option
  12. Replace end 24 by end 00:00
  13. TF Crazy

    CRadio

    All depends if the option " Force roleplay" is activated or not
  14. https://github.com/Vlad-00003/RustWorkshopUploader/releases/ @Flammable free version
  15. Show you config file
  16. Version 4.0.0 is not planned at the moment. I have started to think about all the new features. And there may be a lot of them: - deletion of the config file, all will go through an admin panel in games - allow anyone to create the display he wants - a lot of bug fixes - add an anti offline raid, raid limit and anti noob raid and other things. The plugin will probably be renamed to CRaidSetting. And the price will be increased. I currently don't have time to look into a rework of the plugin which will be around 4000/5000 lines of code. I'm changing jobs next month. But there will be a v4 someday.
  17. Avec quel affichage ?
  18. Le code pour le feu est broken dans le code source de rust. Donc j'avais fait en sorte de stopper le dégâts selon un rayon d'action suivant l'impact. Donc si le fireblall est en dehors il peux avoir des dégâts. Je réfléchirais a une autre solution quand je ferrais la version 4
  19. Déjà bloqué de mémoire. Peut être qu'elle ne sont pas protèger par une armoire et que l'option est activé.
  20. Damage blocked only for player. Heli can damaged player base
  21. @Engola Delete your config file. And reload plugin for generate new
  22. Your json file is incorrect
  23. "3. RAID SCHEDULES":{ "default":{ "• Wipe Cooldown":{ "» Enabled":false, "» Days after wipe":15, "» Custom (dd-MM-yy HH:mm)":null }, "• Monday":{ "» All day raid":false, "» No raid all day":true, "» Schedules":[ ] }, "• Tuesday":{ "» All day raid":false, "» No raid all day":true, "» Schedules":[ ] }, "• Wednesday":{ "» All day raid":false, "» No raid all day":true, "» Schedules":[ ] }, "• Thursday":{ "» All day raid":false, "» No raid all day":true, "» Schedules":[ ] }, "• Friday":{ "» All day raid":false, "» No raid all day":true, "» Schedules":[ ] }, "• Saturday":{ "» All day raid":false, "» No raid all day":false, "» Schedules":[ { "» Start":"22:30", "» End":"00:00" } ] }, "• Sunday":{ "» All day raid":false, "» No raid all day":false, "» Schedules":[ { "» Start":"00:00", "» End":"02:30" } ] } } }
  24. Version 1.1.1

    32 downloads

    Don't recycle your old weapons in your boxes. Make them evolve. INFOS What does this plugin actually do? The plugin will allow you to evolve your weapon to another one depend to the number of kill you define. Let's take the example of the revolver, in the default configuration, after 10 kills with the weapon it will evolve into an automatic pistol. It is important to understand that it is the weapon that evolves. You can have several guns in your boxes, they will not all count the same number of kills. If you have a sadistic nature, you can also do the opposite, after 10 kills with a m249 make it evolve into eoka 😏. It is up to you to define what is best for your server. Features - To make evolve a weapon against another one after a number of kills with this one features - Enable disable counting if NPC - Enable disable counting if Animal - A quality UI - The weapons will be renamed with the total kills and the remaining before evolution - You can choose to keep the same condition of the weapon to its evolution - You can choose to keep the same number of ammunition in the weapon at its evolution - You can choose to keep the same type of ammunition in the weapon at its evolution - You can choose to keep the same accessories in the weapon at its evolution Pre-configuration The preconfiguration of the weapons is: 10 kills -> 25 kills -> 15 kills -> 50 kills -> 30 kills -> 10 kills -> 25 kills -> 10 kills -> 10 kills -> Of course you can add and modify what you want. The configuration is to be adapted according to your servers, your population and the type of game of your players. PREVIEW (version 1.0.0) CONFIG { "CONFIG": { "» Kills counted if it's an NPC?": true, "» Kills counted if it's an Animal?": false, "» Enable Weapon UI?": true, "» Display a message when the weapon evolve?": true, "» Add the number of kills remaining in the weapon name?": true, "» Play a sound effect when the weapon evolve?": true }, "WEAPON": [ { "» Base weapon shortname": "pistol.revolver", "» Kills required with the weapon": 10, "» (1*) Keep the same condition for the evolve item": true, "» (2*) Keep the same amount of ammunition for the evolve item": true, "» (3*) Keep the same type of ammunition for the evolve item": true, "» (4*) Keep the same attachments (if possible) for the evolve item": true, "» Evolve of the weapon": { "• Weapon shortname": "pistol.semiauto", "• Skin": 0, "• Condition % (considered only if 1* is false)": 0.0, "• Ammo (considered only if 2* is false)": 0, "• Ammotype (shortname) | (considered only if 3* is false)": null, "• Content (mods) | (considered only if 4* is false)": null } }, { "» Base weapon shortname": "pistol.semiauto", "» Kills required with the weapon": 25, "» (1*) Keep the same condition for the evolve item": true, "» (2*) Keep the same amount of ammunition for the evolve item": true, "» (3*) Keep the same type of ammunition for the evolve item": true, "» (4*) Keep the same attachments (if possible) for the evolve item": true, "» Evolve of the weapon": { "• Weapon shortname": "pistol.m92", "• Skin": 0, "• Condition % (considered only if 1* is false)": 0.0, "• Ammo (considered only if 2* is false)": 0, "• Ammotype (shortname) | (considered only if 3* is false)": null, "• Content (mods) | (considered only if 4* is false)": null } }, { "» Base weapon shortname": "rifle.ak", "» Kills required with the weapon": 15, "» (1*) Keep the same condition for the evolve item": true, "» (2*) Keep the same amount of ammunition for the evolve item": true, "» (3*) Keep the same type of ammunition for the evolve item": true, "» (4*) Keep the same attachments (if possible) for the evolve item": true, "» Evolve of the weapon": { "• Weapon shortname": "rifle.lr300", "• Skin": 0, "• Condition % (considered only if 1* is false)": 0.0, "• Ammo (considered only if 2* is false)": 0, "• Ammotype (shortname) | (considered only if 3* is false)": null, "• Content (mods) | (considered only if 4* is false)": null } }, { "» Base weapon shortname": "rifle.lr300", "» Kills required with the weapon": 50, "» (1*) Keep the same condition for the evolve item": true, "» (2*) Keep the same amount of ammunition for the evolve item": true, "» (3*) Keep the same type of ammunition for the evolve item": true, "» (4*) Keep the same attachments (if possible) for the evolve item": true, "» Evolve of the weapon": { "• Weapon shortname": "lmg.m249", "• Skin": 0, "• Condition % (considered only if 1* is false)": 0.0, "• Ammo (considered only if 2* is false)": 0, "• Ammotype (shortname) | (considered only if 3* is false)": null, "• Content (mods) | (considered only if 4* is false)": null } }, { "» Base weapon shortname": "rifle.semiauto", "» Kills required with the weapon": 30, "» (1*) Keep the same condition for the evolve item": true, "» (2*) Keep the same amount of ammunition for the evolve item": true, "» (3*) Keep the same type of ammunition for the evolve item": true, "» (4*) Keep the same attachments (if possible) for the evolve item": true, "» Evolve of the weapon": { "• Weapon shortname": "rifle.m39", "• Skin": 0, "• Condition % (considered only if 1* is false)": 0.0, "• Ammo (considered only if 2* is false)": 0, "• Ammotype (shortname) | (considered only if 3* is false)": null, "• Content (mods) | (considered only if 4* is false)": null } }, { "» Base weapon shortname": "shotgun.double", "» Kills required with the weapon": 10, "» (1*) Keep the same condition for the evolve item": true, "» (2*) Keep the same amount of ammunition for the evolve item": true, "» (3*) Keep the same type of ammunition for the evolve item": true, "» (4*) Keep the same attachments (if possible) for the evolve item": true, "» Evolve of the weapon": { "• Weapon shortname": "shotgun.pump", "• Skin": 0, "• Condition % (considered only if 1* is false)": 0.0, "• Ammo (considered only if 2* is false)": 0, "• Ammotype (shortname) | (considered only if 3* is false)": null, "• Content (mods) | (considered only if 4* is false)": null } }, { "» Base weapon shortname": "shotgun.pump", "» Kills required with the weapon": 25, "» (1*) Keep the same condition for the evolve item": true, "» (2*) Keep the same amount of ammunition for the evolve item": true, "» (3*) Keep the same type of ammunition for the evolve item": true, "» (4*) Keep the same attachments (if possible) for the evolve item": true, "» Evolve of the weapon": { "• Weapon shortname": "shotgun.spas12", "• Skin": 0, "• Condition % (considered only if 1* is false)": 0.0, "• Ammo (considered only if 2* is false)": 0, "• Ammotype (shortname) | (considered only if 3* is false)": null, "• Content (mods) | (considered only if 4* is false)": null } }, { "» Base weapon shortname": "bow.hunting", "» Kills required with the weapon": 10, "» (1*) Keep the same condition for the evolve item": true, "» (2*) Keep the same amount of ammunition for the evolve item": true, "» (3*) Keep the same type of ammunition for the evolve item": true, "» (4*) Keep the same attachments (if possible) for the evolve item": true, "» Evolve of the weapon": { "• Weapon shortname": "bow.compound", "• Skin": 0, "• Condition % (considered only if 1* is false)": 0.0, "• Ammo (considered only if 2* is false)": 0, "• Ammotype (shortname) | (considered only if 3* is false)": null, "• Content (mods) | (considered only if 4* is false)": null } }, { "» Base weapon shortname": "knife.bone", "» Kills required with the weapon": 10, "» (1*) Keep the same condition for the evolve item": true, "» (2*) Keep the same amount of ammunition for the evolve item": true, "» (3*) Keep the same type of ammunition for the evolve item": true, "» (4*) Keep the same attachments (if possible) for the evolve item": true, "» Evolve of the weapon": { "• Weapon shortname": "knife.combat", "• Skin": 0, "• Condition % (considered only if 1* is false)": 0.0, "• Ammo (considered only if 2* is false)": 0, "• Ammotype (shortname) | (considered only if 3* is false)": null, "• Content (mods) | (considered only if 4* is false)": null } } ], "VERSION": { "Major": 1, "Minor": 0, "Patch": 0 } } NOTE If you do not activate the UI, image library will not be necessary
    $5.99
  25. I don't test with this plugin. But i have an option for that No owner bypass: [true/false] If entity has no owner allows to destroy items/building (for NPC Base)
1.7m

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