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Everything posted by Papa Bear
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An Easy Five Stars I was intrigued with this plugin when it launched (Saw it on SRTBull's Channel) but the price was too high for me. At today's price, it's perfect, plus I had the opportunity to play with it on another server for a several months. I felt, on that server it was too OP, and I thought, if I could have less bags, it wouldn't be so confusing. I was misplacing bags in containers, my backpack (plugin) and in other bags ... I visited the description on Codefling and after reading how configurable this plugin was, I spent some time testing & adjusting the config until I got it just the way I wanted to use it for my server and it turned out great. I'm very restrictive, because I already use the "Keep on Death" feature Backpacks plugin I restrict the "non-empty" bags from everywhere but the Main Compartment. I limit the players to just (5) "non-empty" bags at one time. For me, this works out to be less over powered than I had experienced. I use the upgrade method of taking two of the same to make the next size up approach, which keeps things more linear and all bags become relevant, even though I restrict the players to five "non-empty" bags. But, they can have as many empty bags for the chance to eventually upgrade their desired bag. This approach is right for my server in lieu of using RP or scrap. I also layered XXSmall Bags in the basic crates, but Xsmall in Milatary crates and Small in Elites. I used the Xtra Loot Plugin to add a 1% chance for a Small or a Bag of Holding (48) slot to drop in an Air Drop or Timed Hackable Crate (currently, there is not option for this within the plugin, but it's on my wish list ... @BlackLightning) If you have zero experience with this, find a server that offers it and give it a try. And remember, it can be reconfigured to be more or less OP as you see fit.
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Does anyone know how to limit non-empty bags in Main to 5, but when those 5 are in a Bag of Holding, all other bags are locked? I could have sworn this is how it was prior to Wipe & the last update. It used to be that the non-empty bags within the bag of holding (my limit is 5) would count towards the total count of bags. But, now after the Bag of holding has 5 bags that are non-empty in the Main Inventory Compartment, you add loot to more category bags that are outside the BoH, but are still in the Main Inventory Compartment. I don't remember this being "a thing" before. "Player bag limits": { "Default limits": { "Max total bags": 5, "Max bags by category name": {} Any suggestions would help, Thanks
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So, today with wipe, this plugin stopped me from looting crates in a monument I unlocked. I'm also using a plugin called Bag of Holding from Codefling's site and this is how I first noticed the issue. Players could no longer loot this bag from anywhere, even their own body. But, after turning off this plugin, it's all back to normal. not sure what's going on, and I really love this plugin. But, just thought you should know it does not work with Bag of Holding. U P D A T E : Problem solved since the Bag of Holding 1.10.6 Update.
- 181 comments
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- #monuments lock
- #lock monument
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- 181 comments
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- #monuments lock
- #lock monument
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Loot populates into crates but when players try to loot the crate, this is the only thing they cannot loot. Most of the compartments in the loot crate are hash marked as well as the compartment with the bag. This hashmark is the same as you have too many bag, this cannot be looted for non-empty bags. But, these bags are empty. I tried this myself with every permission given me. I turned off my only loot plugin, Extra Loot, and did a Clear and reloaded as per your instructions ... still same issue. Please help. I just bought this plugin and I spent two weeks last wipe getting it ready and now I'm dead in the water. Thank you, Bear
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The bags in the crates are not able to be looted. Also, a player died and when he went to retrieve his loot, he couldn't retrieve his bag. I went into Silo and can confirm. I cleared the loot and reloaded it and it still did the same thing. Still testing this issue. U P D A T E : Found the problem. Monument Lock (Codefling Plugin) was preventing anyone from looting this bag from anywhere on the server, even their own corpse. After unloading the plugin and reloading BoH, all is good. @Blacklighting, I did a Support Ticket but it won't allow me to close it. F I N A L U P D A T E : Since update 1.10.6, my Monument Lock Plugin is now working as intended. Thank you for the update @BlackLightning
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@SteenamarooSomething else I noticed this week. I run the plugin Airfield Event. Their NPCs land and act just fine. But, as for BotReSpawn, I have 5 paratroopers land with them, triggered by the air supply drop and the crate that lands over the puzzle, I lose two troopers to spawn underground along with the NPCs and three of them remain up top in Airfield ... on the other crate (I have two) I lose one of my paratroopers to the underground void, but keep four of them that land in the tunnel system underneath. Perhaps just another nav mesh issue. I am going to do some testing over mining tunnels and other places to see if the space above the tunnel is nav mesh free, where the tunnels themselves for some reason, are catching the NPCs and allowing them to roam underground. I am curious how this will affect train tunnels, or perhaps they're just too deep. I will test the above ground entrance area. Not a game changer, but I thought I would let you know. UPDATE: After more testing, it's just the Airdrop bots that go underground. I've copy/pasted the CH47, Heli, Hackable Crate triggers and they all fly in like they should, and land squarely on the ground. But, the Airdrop bots don't fall from the sky anymore. Their chutes open up on the ground and are subject to slipping beneath the terrain. This was true at the Underground Tunnels at the Top entrance where it is shallow. The deep areas, they stayed on the terrain, but they didn't fall from the sky like the others.
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So, today I found all my bots at Mil tunnels above ground, even though I had placed spawn points within the tunnels. I'm not sure how long (past wipes) this is been going on? I checked my spawn points and they are buried below the tunnels in empty space. I suppose, since they are that far down, that's why they are spawning above the tunnels. Is there a fix for this? Could it just be confused from where this months Military Tunnels are located? For now, I'm just going to shut them off and I will make my rounds to the other monuments. This is my only underground monument that I add NPCs to.
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Failure to compile (17:08:46) | Error while compiling SkillTree: ) expected | Line: 20274, Pos: 60 Since I couldn't get this one to compile, I just went back to the one that was compiling and add the comments myself. What confused me about that (Since I don't program in C# at all) is that the example above said 2f when it was 2 ... so I changed it to 2f thinking that would fix it, which it did not. But after adding in the // in front, that did work. Again, I don't know how to code at all, and I misunderstood the directions. But, the compiling issue only happened on the latest file and nobody address it? I was forced to use an older version to make this work.
- 1,644 comments
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- #leveling
- #progression
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Failed to call hook 'Unload' on plugin 'WelcomePanel v4.3.7' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.WelcomePanel.Unload () [0x0001a] in <5c6bcc80cfa34568b4e9baa18d542d64>:0 at Oxide.Plugins.WelcomePanel.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0032a] in <5c6bcc80cfa34568b4e9baa18d542d64>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0 (09:05:31) | Unloaded plugin WelcomePanel v4.3.7 by David Problem Solved ... apparently the Config File I was already using was out of sorts and now I'm forced to rewrite my entire panel - Joys of being an Admin
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"Should the LootPickup buff only work with melee weapons?": false, I'm getting Melee Only showing in the menu when you hover over this node. I have tested this and it does in fact work with a gun, but the players see this and only think to use melee. The reason they need to use guns is we have the Barreless Plugin where Bears and Tigers will jump out at them sometimes.
- 292 comments
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- #enhanced
- #custom loot
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- 18 comments
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- #door closer
- #hatch fix
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- 231 comments
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- #bradley
- #krunghcrow
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I've run this on our server for years. This is one of the best no cost plugins you can get for your server. Where as any plugin uses a Bradley, at least on my server, it is always a Tier version, except for the Bradley Drops (paid) plugin. Even Heavy Cargo Event, Airfield Event and the last day of wipe, all Tiered Bradleys.
- 231 comments
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- #bradley
- #krunghcrow
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