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Everything posted by mrdecoder
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it works good here but i did notice something are you in a team or clan ? if not can you add yourself in one and try again just wondering ...
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check permissions
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i can take a look but why do you not send a message to collectvood
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uhm... huh ? if weapon is already in it not fill you first have to clear to add other gun in
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- 86 comments
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- 10 comments
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- #rust
- #mechanics
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(and 6 more)
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i would like to sugest an update for this plugin, and ill explain why as you know i changed the plugin myself but i noticed one major problem and this is the time you are wanted i run a server that has alot of skilled players on meaning alot of pvp and alot of killing the first hour i had this on in original stat i had mebers that where wanted for over 40 hours basicly it wil never get removed my whole map was red of players that are wanted so my suggestion ! make it an option that when a wanted player gets killed the wanted gets reset
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lol i could not read that but uhm cool plugin i altered it a bit tho to fit my needs i made it into a bounty system green and yellow removed times removed from visual cause for alot of players that was anoying added %sections from 10% to 100% WANTED at 100% its shown on the map and when a player kills that player they get XP and points if player dies/respawn the bounty goes away cause i had players on my map with 600 minutes of time so if you need help in some ideas with this lemme know
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- 7 comments
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- 7 comments
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- 106 comments
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replace whole OnItemCraftFinished with private void OnItemCraftFinished(ItemCraftTask task, Item item, ItemCrafter itemCrafter) { if (!itemCrafter) return; BasePlayer player = itemCrafter.owner; string shortname = item.info.shortname; if (item.info.shortname.Contains("hazmatsuit")) shortname = "hazmatsuit"; if(task.skinID != 0 && !cfg.SkinAuto) return; if(task.skinID != 0 && cfg.blackList.Contains(ulong.Parse(task.skinID.ToString()))) return; if (!permission.UserHasPermission(player.UserIDString, cfg.canusedefault)) return; DataPlayer playerData; if(!this.playerData.TryGetValue(player.userID, out playerData)) return; DefaultSkins skinData; if(!playerData._defaultSkins.TryGetValue(shortname, out skinData)) return; if(item.skin == skinData.skinId ) return; if (shortname.Contains("hazmatsuit")) { if(item.info.shortname == _hazmats[skinData.skinId]) return; var pos = item.position; var uids = item.uid; var amount = item.amount; item.DoRemove(); item = ItemManager.CreateByName($"{_hazmats[skinData.skinId]}"); item.uid = uids; item.amount = amount; player.GiveItem(item); item.MarkDirty(); return; } item.skin = skinData.skinId; var held = item.GetHeldEntity(); if (held == null) return; held.skinID = skinData.skinId; held.SendNetworkUpdate(); }
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im sure he will, ill try to make a temp fix for it
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yes me got this also
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working on this it seems to have a thing for only working in team or a clan
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Changed Status from Can't Reproduce to Work in Progress
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Changed Status from Work in Progress to Closed Changed Fixed In to 1.0.6
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- 106 comments
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turret fill command requires 2x guns and ammo
mrdecoder replied to wesley wise's Support Request in Support
Changed Status from Pending to Closed Changed Fixed In to 1.0.5 -
ok i found something out , it seems the refresh can not be to fast else the plugin cannot work