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Everything posted by Rise
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Hey, getting this error with the new update. If you need any more info let me know. Thanks `Error while compiling: CarVendor.cs(1161,59): error CS1503: Argument `#1' cannot convert `float' expression to type `int'`
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Thanks Bones, was just checking if it was a bug or not as you'd suggested either in the description. The rivers are definitely a pain to work with in the editor side by side is a good shout. I think the length had been the issue with getting it to show up. But didn't dig too much deeper at the time. Lake V2 a simpler process. Thanks for the reply.
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The addition of the Skin button to the lockers through this plugin provides a fantastic quality of life feature that makes it easier for our players and groups to customise in their preferred colours. It's simple and easy to use and provides added value to our VIP plan. I can't leave this review without also highlighting the developer behind it. Malmo has a fantastic work ethic and has always been happy to provide support and assistants when needed.
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Hey Zeode, Kind of connected to another users request about being able to see what Heli is out as an admin. Would you consider adding support for Custom Status Framework that would display which Heli is currently out on the map? The reason for this would be so that players less comfortable with a higher tier heli would know to avoid it
- 388 comments
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- #helicopter
- #helicopters
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- 979 comments
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- #loot
- #customloot
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- 979 comments
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- 1
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- #loot
- #customloot
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- 4 comments
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- 50 comments
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Amazing tool, saves loads of time when searching for skins we might need to remove or are no longer available. Thank you!!! A couple of features I'd love to see in the future. - Ability to increase the thumbnail size - View All, shows everything or you can select multiple categories - An icon to distinguish official skins vs workshop skins, along with a button to remove any official skins from the list
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- 979 comments
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- #loot
- #customloot
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- 98 comments
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- #lighting
- #automation
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- 98 comments
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- #lighting
- #automation
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Hey The_Killing, We've noticed that blueprints of different items will stack together. For example. If i have a blueprint of an AK and Bolt. These can be dragged on top of each other or sorted into a box and will stack to be 2 of 1 item.
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Hey hey, just been playing around and creating my own wagon. I wanted to use `assets/bundled/prefabs/radtown/minecart.prefab` in place of a standard box. If the train spawns near me they are visible. But if the train spawns further away. They aren't' visible but still lootable. Any ideas, or just a container that won't work while moving. "Preset Name": "minecart_default", "Prefab": "assets/bundled/prefabs/radtown/minecart.prefab", "Time to unlock the crates (LockedCrate) [sec.]": 0.0, "Which loot table should the plugin use? (0 - default; 1 - own; 2 - AlphaLoot; 3 - CustomLoot; 4 - Add Items)": 1, "Own loot table": { "Minimum numbers of items": 1, "Maximum numbers of items": 2, "List of items": [ { "ShortName": "scrap", "Minimum": 100, "Maximum": 200, "Chance [0.0-100.0]": 100.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Name (empty - default)": "" } ] } "Preset name": "wagon_crate_1", "Prefab name": "assets/content/vehicles/trains/wagons/trainwagonc.entity.prefab", "Bradley preset - locations": {}, "Turret preset - locations": { "turret_ak": [ { "Position": "(-0.940, 1.559, -6.811)", "Rotation": "(0, 0, 0)" }, { "Position": "(0.940, 1.559, -6.811)", "Rotation": "(0, 0, 0)" }, { "Position": "(-0.940, 1.559, 6.811)", "Rotation": "(0, 180, 0)" }, { "Position": "(0.940, 1.559, 6.811)", "Rotation": "(0, 180, 0)" } ] }, "SamSite preset - locations": {}, "NPC preset - locations": {}, "Crate preset - locations": { "chinooklockedcrate_default": [ { "Position": "(0, 1.550, 0)", "Rotation": "(0, 0, 0)" } ], "minecart_default": [ { "Position": "(0.7, 1.801, -2.359)", "Rotation": "(0, 0, 0)" } ] }, "Decorative prefab - locations": {} }, Just for a laugh i also tried to make a wagon with Pookies sat all over it. They also didn't appear. Are we limited to a certain type of prefab?
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- 979 comments
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- #loot
- #customloot
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Hey, since adding the plugin this wipe entities counts have gone through the roof. It also appears that the entities will jump each time the plugin is closed and the loot refreshes. We actually dropped from a x3 to a x2 server this wipe as well. I've also found some others who show similar experiences. Would it be possible to take a look? Happy to help with testing or provide plugin lists and list of all entities on the server.
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Thanks The_Killing i understand how that works now. Just one related question. Why are some loot containers % based per item and others not. For example Helicopter crate vs APC crate? Just trying to get my head around it so i fully understand why some default loot tables are different to others? Plugin is fantastic though, replaced a bunch of others for me and so intuitive to navigate and edit. Thank you again.
- 979 comments
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- 1
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- #loot
- #customloot
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- 979 comments
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- 1
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- #loot
- #customloot
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The loot chance when loading default values. Where is that pulled from. It doesn't seem to match whats on Rust Labs. For example the L96 in an elite crate has a 0.2% chance https://rustlabs.com/entity/elite-tier-crate But in LootTables default loot table it's in the 50% category? Am i missing something. One other quick question. If i'm using another plugin to control recycler speed. Will keeping it 1 in Loot Table do nothing and let the other plugin handle speed? Thank you
- 979 comments
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- #loot
- #customloot
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