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Malkizid

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Everything posted by Malkizid

  1. Malkizid

    Shop

    Possibly, if you have Max Buy limits, or Daily Buy Limits or any permission based limits then the interface wont allow selling. I'm sure it's obvious but I _had_ to say this anyway: Also make sure the item(s) the player(s) can't buy also dont have any other permission requirements that may be preventing the transaction.
  2. Malkizid

    IQVehicleTurbo

    Snaplatack I was just thinking something similar today! Would love to see this work with Karuza's vehicles, been using some of them for a while now too, mainly cars. But to add these boosters with those flames from Mercury would be Sick! 🤘 😈🤘
  3. Malkizid

    Frostland

    Greetings Gruber, thanks again for this awesome map. I'm looking forward to use it again soon. Do you think you will have time for a Frostland World 2.0 update in time for December?
  4. Malkizid

    MultipleGrenadeLauncher

    So for reasons beyond my understanding the prefab shortname of the projectile must be used here and not the item shortname as is the usual and what I am used to doing in most of these plugins. Wanted to update this here too in case it helps anybody else on Codefling. Best regards, Manky
  5. Malkizid

    MultipleGrenadeLauncher

    Hi there, Thanks again for the update. Absolutely no problem. I can imagine, only being an admin for 100 plugins, I tend to forget such things xD Unfortunately the Ticket was flagged to be closed. Maybe I coud open another one and annoy Adem about it. 😅
  6. Malkizid

    Liquid Fuel

    @_senyaa Hi there, really like the idea behind your plugin. I was suggesting to FP since 2015 to make fuel a liquid and to use the Fueltruck storage module or make a fuel truck. So good to see somebody implement this idea on various levels, looks like great work. Very happy to see this. I have a question about the Fire prefabs used in the plugin, have they been updated to the new ones Facepunch has added recently. Maybe I'm incorrect in assuming the prefab reference and the new fire visuals, for example the new fire when a player burns the ground with a flamethrower. Or maybe they are only client-side visuals? I have one suggestion / question: The modular car module - vehicle.2mod.fuel.tank can this also be made to explode like the Traincar Fuel wagon? After the train wagons explode, is there a large area of fuel to burn? Is there a check to cause teh fire to spread? It would be really great if there is a % chance for a flame to produce another flame, to create a dangerous fire hazard.
  7. Malkizid

    MultipleGrenadeLauncher

    Hi Jbird, in my ticket in the MadMappers Discord Adem said "ammo.grenadelauncher.buckshot" isnt supported at the moment. So it was a bit of a dead end. I suppose you can close this ticket too. Kind regards, Manky
  8. Malkizid

    MyStatistics

    @myst1c I see now in the screenshots provided that server / event messages can be displayed. I have one Question for you - is there a language file with your plugin, for example can these event messages be edited in the language file?
  9. Malkizid

    MyStatistics

    Hi Myst1c, I only saw your messge lastnight. Sorry for the delay and thank you for asking. A few suggestions for stats to track on PvE Server: Animal Kills, (bear, wolf, Shark, Chicken etc,) maybe you have this already? Scientist Kills / Npc Kills / Bot Kills Economics (player RP $ amount) how much money / points in economics player has (I see you already track Economics as an option instead of points. Maybe this can be a separate thing to track?) Events Completed / Events won (example : Convoy, Harbor Event, ArmoredTrain, PatrolHeli Kills, APC Kills) Crates Looted (specifically high value crates, like Hackable Crate / Timed Crate) Player deaths (not PvP deaths) maybe this is already there Raidable Bases completed (RaidableBases already has built in leaderboard but maybe your plugin can listen or track that) RustRewards is often used could listen to api and track that? Bosses Killed would be very nice (specific BossMonster Npcs, could also count as event completed) SkillTree . player experience level, highest level players (also has built in leaderboard, your plugin could track this?) Maybe can track CustomItems ? example EpicLoot , amount of EpicLoot gained or EpicScrap gained One last idea could be amount of Rockets fired (all rocket types) or amount of C4 used and things like this. Amount of shots missed or amount of headshots (maybe use built in tracking data from combatlog, for player hits to an entity or npc or other player) and something funny, to show what killed a player using the built in mechanics so it would show if players were killed by a chicken and how many times or if players were killed by Cargoship or run over by a vehicle etc. I'm not 100% sure what's already in your plugin and what is possible So there's some more ideas - I hope you like them or can do some of them! Best regards, Manky
  10. Of course LeroyJenkins would be first to post! 😆 I second this, looks like great fun - nice work!
  11. Malkizid

    Ganja

    Sorry to bother you. Not an issue then, thanks for the reply, I only wanted to confirm it was the correct update.
  12. Malkizid

    MultipleGrenadeLauncher

    Hi Jbird, thanks for the update and reply. Yes I'm in the MadMappers Discord, I'll create a ticket and tag Adem there and tag you when I can.
  13. Malkizid

    Ganja

    Hi the Namespace of the update still states v2.0.9 internally - is this the correct file on your download page or is it simply a namespace mistake in the .cs file ?
  14. Malkizid

    MultipleGrenadeLauncher

    That's precisely what I did. It must be an issue with the Convoy plugin then. The screenshot is from a Convoy NPC config. I reported here as the console error was from NpcSpawn. Perhaps I should open a ticket with Adem?
  15. Malkizid

    Armored Train

    This actually happened to us in August and September, also only in the underground. we use random map seeds. Its nothing to do with the Customisation Preset. It is a bug with map spawn and like Aimacak said it can only be fixed with RustEdit. I discovered it happened when the train went into one of the Depots (the dead ends where trains can spawn in the underground) the train would hit the dead end then reverse and continue its route backwards. This was definitely because of some map bug. The plugin seems to account for this by sending the train into reverse, when it encounters a block for too long, in this case the dead end. Which it can only get to by a bad rail network. Unfotunately the only options I know of aside from fixing the map, are to disable underground spawns in the ArmoredTrain config or to have backwards driving trains 😅
    it may be "just an API" but it does an excellent job and provides great functionality for many plugins that depend on it. Now even comes with an easy to use config containing some simpe rules that govern the overall behaviour of the NPC's. Did I mention it's always been free, now that's community care at its best 👌
  16. Malkizid

    MultipleGrenadeLauncher

    I appear to have made a mistake, probably just an oversight on my part. I was not aware that this ammo type did not work before. The buck shot for the multiple grenade launcher. I have a convo NPC equipped with it. Can somebody confirm if this is currently unsupported? Thanks so much for your time and consideration. Kind regards, Manky (16:31:22) | Couldn't find prefab "assets/prefabs/ammo/40mmgrenade/ammo.grenadelauncher.buckshot.prefab" (16:31:22) | System.NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.NpcSpawn+CustomScientistNpc.FireGrenadeLauncher () [0x000ba] in <a7c78756e2b54f4197ae57d30221eb56>:0 at Oxide.Plugins.NpcSpawn+CustomScientistBrain+CombatState.StateThink (System.Single delta, BaseAIBrain brain, BaseEntity entity) [0x00142] in <a7c78756e2b54f4197ae57d30221eb56>:0 at Oxide.Plugins.NpcSpawn+CustomScientistBrain.Think (System.Single delta) [0x000d5] in <a7c78756e2b54f4197ae57d30221eb56>:0 at BaseAIBrain.DoThink () [0x0000d] in <3aec307eee464538bf0b5313d5ab1ad7>:0 at HumanNPC.ServerThink (System.Single delta) [0x0001a] in <3aec307eee464538bf0b5313d5ab1ad7>:0 at NPCPlayer.ServerThink_Internal () [0x0000d] in <3aec307eee464538bf0b5313d5ab1ad7>:0 at HumanNPC.TryThink () [0x00000] in <3aec307eee464538bf0b5313d5ab1ad7>:0 at AIThinkManager.DoProcessing (ListHashSet`1[T] process, System.Single budgetSeconds, System.Int32& last) [0x00014] in <3aec307eee464538bf0b5313d5ab1ad7>:0 (16:31:23) | Couldn't find prefab "assets/prefabs/ammo/40mmgrenade/ammo.grenadelauncher.buckshot.prefab"
  17. Malkizid

    Convoy Reforged

    Not that it's any solution to anybody but I'd like to add we've had none of these pathfinding issues with Convoy since Convoy Revorged was released or during this months Fresh wipe with the world update. however its also important to note that I have disabled the experimental pathfinding and only use the older version. For now I recommend only using the below setting for a perfectly stable convoy: "Route Settings": { "Type of routes (0 - standard (fast generation), 1 - experimental (multiple roads are used), 2 - custom)": 0, Its also worth noting I have disabled the Vanilla travelling Vendor this wipe, in anticipation of it interfering with the convoy routes. I think this will help some people until the experimental route options can be improved. Custom routes also work fine, if you have the time and patience to properly make one.
  18. I've tried to read over all the previously mentioned ideas in the thread so far, most of them relate to or directly address my only real issues with the site and those are the already mentioend search functionality improvements. The only other minor thing I could think of would be to implement some extra filters on the plugin main search page, in the area on the right in the attached screenshot. If it was possible to search by / or sort by author for example, on the main plugin search page, using a simple filter seleciton from the drop down menu, choosing author, to display plugins by author instead of all plugins in an A-Z fashion. I suggest this as other methods of clicking a plugin, asset or tool then scrolling around to choose "find their other files" can be a bit convoluted and irritating sometimes, especially considering the pages are generallydominated by extra large imagery making text difficult to find. My eyes must filter too much. Otherwise, all seemse pretty great to me - keep up he good stuff!
  19. Bythe way, I have a question regarding V2, we have both Loottable and Ganja, however the Ganja items don't show in the Custom Items section of the Loottable Gui. Should I simply "re-create" the custom items with their Skins, IDs etc. in LoottableGUI so that I can add them to our custom loot ? Or should they automatically be visible like in the updated screenshot on the plugin page ? Thanks for any advice.
    An utterly Pooptacular plugin, one could not expect more or less from such a stinky, witful and practical plugin. Does what you'd expect, consider it a quality of life improvement or a comedic poop curse for your playerbase.
  20. Hint, run v2 on your test servers, Continue to Run v1 on your live server until you get used to V2, switch over. Nobody was forced to update to v2 Less stress more success 😼👌
  21. Really like the re-write and big update is greatly appreciated but Robis has a point, I dont understand the need to completely change the ui. Its a pain in the brain to say the least. Otherwise, honestly great work and thank you for the big update
  22. Malkizid

    Convoy Reforged

    That's a shame, we have Loottable runningand Convoy with custom loot. I haven't looked at the loot in ages though. I'll let you know if I figure out what's happening before Wipe, until then the best of luck!
  23. Malkizid

    Convoy Reforged

    I think in the current version of Convoy you must go to the loot section, and change Enable spawn loot from prefabs": true, then choose the prefab of the crate you have configured in "Loottable and Stacksize GUI" in the section "Prefab displayName": "Clear the standard content of the crate": false, "Setting up loot from the loot table": { "Enable spawn loot from prefabs": false, "List of prefabs (one is randomly selected)": [ { "Prefab displayName": "assets/bundled/prefabs/radtown/underwater_labs/crate_food_1.prefab", "Minimum Loot multiplier": 1, "Maximum Loot multiplier": 1 } ] },
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