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Rustonauts

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Everything posted by Rustonauts

  1. thanks for the patience. 1.3.5 (just uploaded) should fix this. Please let me know.
  2. Changed Status from Pending to Closed Changed Fixed In to 1.3.3
  3. thank you, and I'm sorry for the complexity. I'm going to try to replicate the error on my server first.
  4. This should be complete now. You will need to wipe the config file for a fresh one. Then choose false for the locking triggers that you don't want. Important: fuse triggers require Puzzle Points plugin.
  5. Actually, only the person who locked the monument can unlock it, but the entire team will gain the same privileges (looting etc)
  6. that might be the case, unfortunately. I'll definitely prioritize fixing this. I suppose we only want the person who triggered the lock to be able to trigger an unlock.
  7. thanks. It's definitely possible. Should be configurable too. I'll try to work on this soon.
  8. That's so annoying. I'm sorry about that. I must have forgotten to remove that part - I often use it (reset config to default) while in development. I'll take a peak at this. Thanks again. Please give me end of weekend but I'll start asap.
  9. thank you. Are you able to troubleshoot w/ me on discord (unohuim#7744) ? I'm curious what events/behaviours were leading up to this, and was this triggered by the player who locked the monument, or by a teammate>
  10. I just saw that. Try now.. should be 1.3.1.
  11. are you using version 1.3.0 or 1.3.1?
  12. I thought of the cargo the other day but haven't had time to attempt that. But definitely on the radar. Thanks.
  13. this last update 1.3.1 should do it.
  14. those should be excluded already. Any monuments you list in the Excluded config list will be
  15. sweet. If you can, hit me up on unohuim#7744 and I can install your monument
  16. hehe, figured. I'll add those as options in the next release.
  17. thank you. Are you willing to test this with me? I'd love to install the monument on my server.
  18. omg.. thanks. I'll update that asap.
  19. Thanks.. For sure, dude. I'm working on the team support right now, cleaning up some code, adjusting config, and will also add npc support.. few options here. simply nullify npc damage.. or, we can also give the player damage to themself if they're shooting npcs when they shouldn't. We can also broadcast that a player is doing something they shouldn't? I suppose all should be configurable.. but I'm interested in knowing who you'd use it mostly.
  20. Version 1.6.3

    617 downloads

    Features Reward players as they swipe their puzzle cards. Rewards can be anything, like scrap, economics, and server rewards Quality checks ensuring a good card swipe (correct card reader, powered, door not already open, etc). Broadcasts card swipe to the server, including player and monument with grid location (configurable). Provides configurable cooldown period (for same card & monument) to prevent door spamming. Easily add any item as a reward type. Adding Your Own Reward Below is an example item entry that you would put in, if you want to give players 100 low grade when they swipe a blue card. You can also use the reward_item_id if you know the item id. Only one (shortname or id) can be empty. The name is for your benefit, to have something human-readable to anchor onto when viewing the config file. You can see in the eg. config file below how the Swipe Rewards list is formed. { "access_level": 2, "reward_item_shortname": "lowgradefuel", "reward_item_id": 0, "amount": 100.0, "is_active": true, "name": "low-grade" }, Configuration { "Show Console Messages": true, "Show Global Chat Monument Messages (eg. Player swipped card at Launch)": true, "Cooldown: Amount of time (secs) a player must wait before getting rewarded to avoid swipe spam": 600, "Swipe Rewards": [ { "access_level": 1, "reward_item_shortname": "economics", "reward_item_id": 0, "amount": 50.0, "is_active": false, "name": "economics" }, { "access_level": 2, "reward_item_shortname": "economics", "reward_item_id": 0, "amount": 150.0, "is_active": false, "name": "economics" }, { "access_level": 3, "reward_item_shortname": "economics", "reward_item_id": 0, "amount": 300.0, "is_active": false, "name": "economics" }, { "access_level": 1, "reward_item_shortname": "rp", "reward_item_id": 0, "amount": 1.0, "is_active": false, "name": "rp" }, { "access_level": 2, "reward_item_shortname": "rp", "reward_item_id": 0, "amount": 2.0, "is_active": false, "name": "rp" }, { "access_level": 3, "reward_item_shortname": "rp", "reward_item_id": 0, "amount": 3.0, "is_active": false, "name": "rp" }, { "access_level": 1, "reward_item_shortname": null, "reward_item_id": 1223900335, "amount": 1.0, "is_active": true, "name": "dogtags" }, { "access_level": 2, "reward_item_shortname": null, "reward_item_id": 1036321299, "amount": 1.0, "is_active": true, "name": "dogtags" }, { "access_level": 3, "reward_item_shortname": null, "reward_item_id": -602717596, "amount": 1.0, "is_active": true, "name": "dogtags" }, { "access_level": 1, "reward_item_shortname": "scrap", "reward_item_id": -932201673, "amount": 25.0, "is_active": false, "name": "scrap" }, { "access_level": 2, "reward_item_shortname": "scrap", "reward_item_id": -932201673, "amount": 100.0, "is_active": false, "name": "scrap" }, { "access_level": 3, "reward_item_shortname": "scrap", "reward_item_id": -932201673, "amount": 300.0, "is_active": false, "name": "scrap" }, { "access_level": 1, "reward_item_shortname": "metal.refined", "reward_item_id": 0, "amount": 25.0, "is_active": false, "name": "hq" }, { "access_level": 2, "reward_item_shortname": "metal.refined", "reward_item_id": 0, "amount": 50.0, "is_active": false, "name": "hq" }, { "access_level": 3, "reward_item_shortname": "metal.refined", "reward_item_id": 0, "amount": 100.0, "is_active": false, "name": "hq" } ], "Version": { "Major": 1, "Minor": 5, "Patch": 7 } } Localization { "CardSwipedAtName": "{0} swiped a {1} card at {2} ({3})!", "CardSwipedAt": "{0} swiped a {1} card at {3}!", "GreenCardLabel": "green", "BlueCardLabel": "blue", "RedCardLabel": "red", "ItemAwarded": "{0} rewarded ({1}) for {2} card swipe!" } For Developers //this is called after Puzzle Points has qualified a card swipe as a good swipe (correct card reader, door isn't already open, etc) private object OnPPSwipe(BasePlayer player, string cardType, CardReader cardReader, string monumentShortName, string gridPosition) { //return anything other than null to prevent default behavior return null; }
    Free
  21. Thank you, Z. These are wicked ideas. All of this is possible. I don't have teams support yet. (duh).. I'll get on that. NPC locking is definitely possible and in progress. Likely v1.3 or 1.4 If Launch is on your map, you'll get Launch. Type mlock.fresh in your console and you'll get a fresh list, based on your map. Monument specific lock-out times sounds nice. I like that. I'll need a bit more time with that. I really would like to add some mapping features for sure, including timer. It can be triggered by keycard swipe and looting a container, and picking up an item.. so many triggers possible.
  22. I suppose I could track player movement if (and only if) a player is currently in a monument, and then every step he makes will trigger an InBounds check. But it's resource intensive while being at the monument. Could call that HyperDrive mode, that ships false as a default but for those dead president collectors, they could turn that mode on.
  23. Since we are already tracking time, I suppose we can reward players for monument time., and receive bonuses for passing configurable milestones.
  24. Excellent questions, and thanks. Most of all that I'm still just considering. Currently, the lock timer expires after 10 min(default), and that's configurable. If I watch for player movement, then the plugin will consume many more server resources. But the CanMoveItem hook will trigger even when depoting as base, so you will rarely see a full 10min. (theory). I'd also like to incorporate other triggers like players disconnecting or going afk, or possibly custom behaviours that are configurable..
  25. Thanks. Currently (v1.0), it prevents anyone else from looting within the bounds of that monument. It also tells other people that there's no point in going to that monument so choose another one. This is only useful for PVE servers. Times out after 10 min from last activity. Next version, monument locks will expire the moment the player loots anything outside of it (ie. on his way back to base).
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