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Everything posted by Robis
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@Gt403cyl2 Hello, my server is solo only, some players who abusing team limits use to share loot... any chance here to set tracking only for droped items on a ground and picked items up ? i mean, to turn off all others you got and keep turned on only pickups droped by players and picked them ups from another ones ?
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@The_Kiiiing Also if possible, can add more settings for giant excavator ? like belt speed... Some players complain that they have to wait for so long to get done with it... Some say: "Im faster geting resources by farming nodes by my self than sit and wait until giant ex finish diesel barrels to mine resources" Gather manager plugin has these settings, but i dont want mix it wit this plugin as they both related with gathering settings...
- 979 comments
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- 1
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- #loot
- #customloot
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Plugin need to understand that /Info /INFO /info is a same command please.
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- 219 comments
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- #bradley
- #bradleyapc
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Snow area has more small rock formations than anywhere else and it make harder to drop a bradley. Listed rock names needed for a ignore list in config. Thank you.
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ohh i got it. thanks for my info correction
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when player inventory full and he is open chest or getting a chest: Calling hook CanStackItem resulted in a conflict between the following plugins: FishingTreasure - False (Boolean), Loottable (True (Boolean)) No idea its a bug or my server settings wrong with stacking
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in future those items can be used by rust developers. like dog tame item, will be used when they add pet system... im looking for solution that will work at all times.
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- 219 comments
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- #bradley
- #bradleyapc
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i texted to a bradley drops developer and he worked on this to find out, he told he texted you but you keep ignoring him. Please if anyone report anything, take at list to do a checks, and communicate to make all around work together better Bradley Drops 1.0.16 when i unload plugin Loottable. supply drop not come, come only bradley drop! when i have plugin Loottable loaded supply drop and bradley drop come! Here what was discovered in plugin: Loot Table & Stacksize GUI 1.0.21 Plugin uses the hooks that call air drops and when signals call cargo plane etc... But plugin didn't have any protection to stop it calling for other custom signals Solution: line 1355 [JsonIgnore] private List<uint> signals = new List<uint>(); public void OnAirdropThrown(BasePlayer player, BaseEntity entity) { if (_instance.LootDefender != null || _instance.FancyDrop != null) return; if (_instance.BradleyDrops) { if (_instance.BradleyDrops.CallHook("IsBradleyDropSignal", entity.skinID) != null) return; }
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- 88 comments
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- #rust
- #rust-server
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(and 4 more)
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i texted to a bradley drops developer. and here my test report (Just in case) when i unload plugin Loottable. supply drop not come, come only bradley drop! when i have plugin Loottable loaded supply drop and bradley drop come! https://codefling.com/files/support/5553-please-check-bradleydrops/ so its 100% conflict with loottable plugin, some how together, supply drop hook get trigered
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Not fixed yet, i just tested. And sorry i was gone for couple days, family stuff... when i unload plugin Loottable. supply drop not come, come only bradley drop! when i have plugin Loottable loaded supply drop and bradley drop come! https://codefling.com/files/support/5553-please-check-bradleydrops/ so its 100% conflict with loottable plugin, some how together, supply drop hook get trigered
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- 219 comments
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- #bradley
- #bradleyapc
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"NPC Configuration - Rocketman": { "Worn items": [ { "ShortName": "frankensteins.monster.03.head", "SkinID (0 - default)": 0 }, { "ShortName": "frankensteins.monster.03.torso", "SkinID (0 - default)": 0 }, { "ShortName": "frankensteins.monster.03.legs", "SkinID (0 - default)": 0 } ], "Weapons": [ { "ShortName": "rifle.lr300", "SkinID (0 - default)": 0, "Mods": [ "weapon.mod.flashlight" ], "Ammo": "ammo.rifle.incendiary", "Probability Percent [0.0-100.0]": 100.0 } ], "The probability of F1 Grenade appearance": 0.0, "Health Points": 500.0, "Damage Scale": 1.0, <------ no matter what you change here 0.0 or 1.0 ROCKETS DAMAGE TO BUILDING NOT CHANGING "Turret damage scale": 0.25, "Aim Cone Scale": 1.5, "Speed": 5.0, "Attack Range Multiplier": 0.5 }, "NPC damage multipliers depending on the attacker's weapon": { <------ no matter what you change here 0.0 or 1.0 ROCKETS DAMAGE TO BUILDING NOT CHANGING "grenade.beancan.deployed": 1.0, "grenade.f1.deployed": 1.0, "explosive.satchel.deployed": 1.0, "explosive.timed.deployed": 1.0, "rocket_hv": 1.0, "rocket_basic": 1.0, "40mm_grenade_he": 1.0 I want to make damage from rockets to buildings less than rust default Please test it. for me its not working
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"NPC Configuration - Rocketman": { "Worn items": [ { "ShortName": "frankensteins.monster.03.head", "SkinID (0 - default)": 0 }, { "ShortName": "frankensteins.monster.03.torso", "SkinID (0 - default)": 0 }, { "ShortName": "frankensteins.monster.03.legs", "SkinID (0 - default)": 0 } ], "Weapons": [ { "ShortName": "rifle.lr300", "SkinID (0 - default)": 0, "Mods": [ "weapon.mod.flashlight" ], "Ammo": "ammo.rifle.incendiary", "Probability Percent [0.0-100.0]": 100.0 } ], "The probability of F1 Grenade appearance": 0.0, "Health Points": 500.0, "Damage Scale": 1.0, <------ no matter what you change here 0.0 or 1.0 DAMAGE TO BUILDING "Turret damage scale": 0.25, "Aim Cone Scale": 1.5, "Speed": 5.0, "Attack Range Multiplier": 0.5 }, "NPC damage multipliers depending on the attacker's weapon": { <------ no matter what you change here 0.0 or 1.0 DAMAGE TO BUILDING SAME "grenade.beancan.deployed": 1.0, "grenade.f1.deployed": 1.0, "explosive.satchel.deployed": 1.0, "explosive.timed.deployed": 1.0, "rocket_hv": 1.0, "rocket_basic": 1.0, "40mm_grenade_he": 1.0 I want to make damage from rockets to buildings less than rust default Please test it. for me its not working
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When i trying drop a bradley drop, air drop get called together... If you drop bradley to close base, you get refunded a drop and can drop it again, so this is critical and can be used to spamm air drops to call!
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- 19 comments
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- #console
- #spam cleaner
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- 14 comments
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- #console
- #spam cleaner
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ok i facing problem in shop categories "Resources": { "Image": "https://rustplugins.net/products/shop/diamond-stone.png", "Permission": null, "Sale": 0.0, "Items": [ "scrap", "sulfur.ore", "sulfur", "stones", "bone.fragments", "diesel_barrel" i cant add multiple same "sticks" as plugin ExtractionRareMinerals using same short name for 14 other ids... so thats why would be great if all 14 items use sticks{1}, {2}.... shortnames SO PROBABLY I WAS RIGHT. NOW im tried all and this is the only place where im stuck
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i need if plugin has same short name for 14 other items i tried already everything. if i add in shop "ID": "large.metal", your plugin says this is invalid short name "large.sulfur": { <------------- not working "DisplayName": "Sulfur Crystal", "Skin": 2893225931, "Image": "https://i.imgur.com/Xg8gLLb.png", "DefaultAmount": 1, "BlockAmountChange": true, "BuyPrice": 500, "SellPrice": 500, "Currency": "sulfur.ore" "sticks": { <------------- you mean it must work like this ? i think i tried and i got just a sticks even not skinned but not sure anymore, probably i have to go try again to do it "DisplayName": "Sulfur Crystal", "Skin": 2893225931, "Image": "https://i.imgur.com/Xg8gLLb.png", "DefaultAmount": 1, "BlockAmountChange": true, "BuyPrice": 500, "SellPrice": 500, "Currency": "sulfur.ore" "sticks": { "DisplayName": "Metal Crystal", "Skin": 2893226249, "Image": "https://i.imgur.com/NdT1u68.png", "DefaultAmount": 1, "BlockAmountChange": true, "BuyPrice": 1000, "SellPrice": 1000, "Currency": "metal.ore" }, also i think im using your craft menu plugin for work bench... there items has tags for same short names, and this way i was able to add tagged items to a shop (thats why i realise this way must work)
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Let me know if possible. But i think this option i ask, may help plugin to work together with more other plugins
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{ "Version": { "Configuration": { "Major": 1, "Minor": 0, "Patch": 1 } }, "MaxMineralsPerHit": 1, "MaxStackable": 50, "TimeToSmelting": 30, "ItemShortName": "sticks", <-------------- Need to remove it from default to all items "Items": [ { "ID": "large.sulfur", "ItemShortName": "sticks{1}", <-------------- Need to add item short name to every one individually "SkinID": 2893225931, "Name": "Sulfur Crystal", "PermittedTool": [ "stone.pickaxe", "pickaxe", "hammer.salvaged", "icepick.salvaged", "jackhammer" ], "ExtractionInfo": [ { "PrefabShortName": "sulfur-ore", "DropChance": 0.0, "Amount": 1 }, { "PrefabShortName": "metal-ore", "DropChance": 0.0, "Amount": 1 }, { "PrefabShortName": "stone-ore", "DropChance": 0.0, "Amount": 1 } ], "ItemAfterSmelting": null, "PossibleItemsAfterRecycler": null }, { "ID": "large.metal", "ItemShortName": "sticks{2}", <-------------- Need to add item short name to every one individually "SkinID": 2893226249, "Name": "Metal Crystal", "PermittedTool": [ "stone.pickaxe", "pickaxe", "hammer.salvaged", "icepick.salvaged", "jackhammer" ], "ExtractionInfo": [ { "PrefabShortName": "sulfur-ore", "DropChance": 0.0, "Amount": 1 }, { "PrefabShortName": "metal-ore", "DropChance": 0.0, "Amount": 1 }, { "PrefabShortName": "stone-ore", "DropChance": 0.0, "Amount": 1 } ], "ItemAfterSmelting": null, "PossibleItemsAfterRecycler": null }, im using If you need create multiple variations of same item but with different image/displayname/skinID, you can do that by using some unique tag/number between curly brackets after item shortname. Example: "Sticks{1}". Unique item shortname then can be used in category item list. Does not matter what letters/numbers you put between brackets. This is handy for setting up different item prices for NPC vendors or selling some custom items.
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- 88 comments
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- #rust
- #rust-server
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(and 4 more)
Tagged with: