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Krungh Crow

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Everything posted by Krungh Crow

  1. test configuration with current progress - Loot is in tiers - Random skins - Blueprint function by adding .bp after the itemshortname the amounts in this json is setup to see the different tiers processing so ignore that BradleyTiers.json
  2. ok a update progress so far (needs more testing and applying it to the tiers) Bradleyloot can be set and have been testing it to alter the loot of only the killed Bradley so far (so any spawned Bradley crate around map keeps its default loot instead of making it a global loot). Next step is defining the tiers and add a loot profile for each one. Support for skins(random or a predefined one) will be added also. Having the UI and Notification is planned but that's for a future update after the lootsystem is applied
  3. Krungh Crow

    Url Copier

    as far as i know notes can allways be copy pasted
  4. and what are you pointing out ?
  5. just a count (simplified version) since some dont want to get listed and want to keep their playtime private
  6. Ye i thought of making it payd for a small fee but there are enough plugins u need to pay for
  7. i have been checking the easyest way to grant a loottable for each tier. Most optimal is to remove all crates when spawned in radius of the bradley then spawn new ones by the plugin so it is linked to the Tier. Otherwise it would be a Global lootprofile to use in all spawned 'bradley_crate' Ill have a puzzle...
  8. Its a simplified tiered bradleyplugin using the rusts mechanics as mutch as possible so there is less to break on the long run ^^
  9. so far i am adding A behaviour to simulate accuracy per Tier (succesfull tests) Damage scale per Tier (succesfull tests) more debugs eco and SR rewards wont be hard to code so that is in the works too Loottable per tier will allso be added eventualy Maybe call for extra npc when bradleyguards are triggered ? some side events during the attack some npc to spawn using BradleyGuards? Gibs and toohot can be added too
  10. noted
  11. that is wat adding more crates does but i can understand what you are pointing out
  12. like lootprofiles ?
  13. yes that is possible with scaling damage will be added in one of the future updates allong with eco/SR rewards support
  14. yeah my Admin made them i love it
  15. this should be fixed in v1.0.2
  16. ye somehow huntsman has to be reloaded the ID´s are not catching
  17. just add `cardtable` as item in the shop its a Rust Item so it can be placed in shop
  18. ooh nice idea so a new profile like a Boss bear with a min req of HP and Strength ? same for wolf since they Alpha predators
  19. Version 2.0.6

    7,548 downloads

    Features : Complete rewrite (v2.0.0) Spawns Configurable tiered bradleys Easy configuration and setup Can add or remove tiers (v2.0.0) BradleyGuards and BradleyOptions will disable their HP and Cratedrop settings automaticly (Krungh Crow versions). Spawn and Kill Messages Option to make a vanilla bradley spawn instead of a Tiered one at random. Set a extra reward in the form of Economics or ServerRewards Reworked Tiered loot systems v2.0.0 Message cooldownsystem. New API for other developers is made available (v2.0.0) Support for AlphaLoot (v2.0.0) Support for UINotify & Notify / GUIAnnouncements /QueuedPopups Support for Economics, ServerRewards, SKillTree and XPerience, Permissions : bradleytiers.use : To be able to use the /bt info chatcommand. bradleytiers.admin : To spawn tiered bradleys. Commands : /bt info : Displays the available tiers on the server (v2.0.0). /bt spawn <Tier> : Admin permission is needed. Consolecommands : bt.spawn <steamId> <tiername> : Spawns a tiered bradley around the players location API : object CanUpdateToBradleyTier(BradleyAPC bradley) void OnBradleyTiersSpawned(BradleyAPC apc , string tierName) void OnTieredBradleyDeath(BradleyAPC bradley , HitInfo info , string tierName) object IsTieredBradley(BradleyAPC bradley) string GetBradleyTier(BradleyAPC bradley) ulong GetBradleyPurchaserId(BradleyAPC bradley) bool IsPurchasedBradley(BradleyAPC bradley) Dictionary<NetworkableId , ulong> GetAllPurchasedBradleys() Dictionary<string , object> GetBradleyTierData() void OnBradleyTierPurchased(player , bradley , tier.Name) Example best API usage for CanUpdateToBradleyTier : // store your bradley before the spawning private readonly HashSet<BradleyAPC> _invasionBradleyRefs = new HashSet<BradleyAPC>(); // your method of after spawning private readonly HashSet<ulong> _invasionBradleys = new HashSet<ulong>(); // Inside your method BEFORE !!! your spawning private YourMethod() { //.... code var brad = GameManager.server.CreateEntity(BRADLEY_PREFAB , finalPos , Quaternion.identity , true) as BradleyAPC; //.... code _invasionBradleyRefs.Add(brad); brad.Spawn(); //.... rest of your code to set variables if (brad.net != null) { _invasionBradleys.Add(brad.net.ID.Value); } } // Place this inside your plugin code. private object CanUpdateToBradleyTier(BradleyAPC bradley) { if (bradley == null) return null; if (_invasionBradleyRefs.Contains(bradley)) return false; if (bradley.net != null && _invasionBradleys.Contains(bradley.net.ID.Value)) return false; return null; } Configuration : Want a certain item to spawn as a blue print just add .bp behind its shortname ! Example of custom items like the ExtendedRecycler plugins recycler item. Language API : { "BradleyInitiate": "Careful! This is a {tierName} Bradley APC!", "InvalidInput": "<color=red>Please enter a valid command!</color>", "Info": "<color=green>Bradley Tiers v{0}</color>\nWe have the following Tiers :\n", "KillNotification": "<color=orange>{0}</color> Destroyed a {1} BradleyApc", "NoPermission": "<color=green>You do not have permission to use that command!</color>", "SpawnMessage": "A {0} Bradley has spawned around {1}", "KillRewardMain": "You destroyed a {0} BradleyApc and received: {1}", "RewardEcon": "<color=green>${0} Economics</color>", "RewardSR": "<color=orange>{0} RP</color>", "RewardSeparator": " , ", "NoRewards": "no extra rewards.", "NoRoadPoint": "<color=red>No valid road point found within range.</color>", "BuyUsageHeader": "<color=orange>How to spawn a Bradley:</color>", "BuyUsageLine": "/bt buy {0}", "SpawnHeader": "Spawn a Bradley on the nearest road <color=orange>(Admin permission)</color>\n", "SpawnCommands": "/bt spawn {0}", "ConfigNotLoaded": "<color=red>Config not loaded. Check server console for errors.</color>", "RewardSkillPoints": "<color=orange>{0} skill points</color>", "RewardXperience": "<color=orange>{0} exp</color>" }
    Free
  20. Ye if not reloaded chickenbow it uses the native ids not the ones from mono ?
  21. if (animal is Chicken) { if (ChickenBow != null && ChickenBow.Call<bool>("IsSpawnedChicken",animal.net.ID) == true) { BlockSpawn = true; } else { BlockSpawn = false; } } if (BlockSpawn) { Puts($"{info.InitiatorPlayer.displayName} shot down a ChickenBow Chicken and a HuntsMan was skipped"); return; } had to do it diffrently and added this under my variables bool BlockSpawn; uploading the Huntsman patch now and make sure to reload ChickenBow too
  22. cheers releasing updates for backtothewild and huntsman later today
  23. its a real item like a large furnace is its just not added ingame so mechanics are fully rust. This just makes it craftable with a command
  24. u can add `cardtable` (actual item name) to your loottable My plugin using the unimplemented item for players to be able to craft it. can be recycled and even picked up normaly..allso tested with removertool It is a actual item in the rust files which is not used ingame (officialy) no red text seen when i spamm tested crafting and picking it up

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