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Mankus

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Everything posted by Mankus

  1. Heya Kiiiing, Thank you so much for your support, that's really helpful, thank you!
  2. Mankus

    Quarry Computer

    Thanks Marte6, that would be really great. When you can - there's no hurry of course
  3. Mankus

    Quarry Computer

    I agree! That would be an excellent additional QOL update for configuration
  4. Greetings @The_Kiiiing Is there a way to get the Prefab ID's so I can manually input the data into the .json file in oxide/data/EntityLimitUi.json ? I like the ui but I sometimes need to edit it outside of the game client. I dont know how to get the prefab ID's or are these genrated by the plugin ? The numbers in the config file, I though they were item ID's but they are not. It takes a very long time to edit in game, as every prefab path must be typed manually and saved. For example in my attached screenshot there is a farming group, I have 5 tiers for each permission group including default In this farming group example I must type every prefab path manually and save it. Then unload the plugin. and edit the json directly to get the prefab number ID's - add them to the other groups then reload the plugin. The problem is that it takes very long and defeats the UI a little bit, requiring a long long amount of work in the ui or combining both editing in the ui and the manual .json editing to save some time. I need to have many groups, so its very tedious and risky (if a misclick is made all the the edits in the ui group can be lost, or when looking at another group in the ui) So to edit without being able to copy or duplicate the prefab paths from the in game ui is difficult. So to add a new item to any group it must be done, very carefully and slowly in the ui - making it a bit redundant. If I can get the prefab number ID's then this would be simple and I can edit the .json directly. It would save lots of time. Do you know how I Can get the number ID's for the prefabs in the game ? Many thanks, Manky
  5. Exellent work Wizla, I really like the atmosphere, details and design, its really immersive - well done! Watching the video feels like being in an episode of The X-Files: Half Life Edition.
  6. Mankus

    Raidable Bases

    Look in your data/RaidableBases/Profiles/ Raidable base profiles will allow you to change these settings to essentially do what you were thinking, like Nivex suggested. Some of the settings you will find in each profile that can help achieve a higher challenge: "Foundations Immune To Damage": true, "Player Damage To Base Multipliers": { "Type": "Explosion", "Min": 0.3, "Max": 0.5 } I believe they are a variable with min and max values, though Nivex will have to confirm that. Also reducing the numbers below 1.0 like in the above example for each damage type you want, will achieve the effect of increasing health of construction like walls, roofs, etc.
  7. A short trial period could work wonders if done correctly, even as an experienced user it can be seriously difficult to be sure a plugin will do what you need or expect, even when provided with plenty of documentation and support. Anyhow, as for implementing such a feature and not having it abused - well I have no idea how that could work and doubt there is a practical and fair way to do it or would have been done.
  8. Agreed, always a nice map to come back to, even without the Jungle Biome - I hope Cobalt has time to finish adding some Jungle areas this year
  9. This would be extremely helpful, when searchign a known product by name, the autofill results are rarely even the product, unless theinput title is a 100% match, even then the results are bloated with unexpected or unwanted content.
  10. Mankus

    Catapult Seat

    Do you guys have a video yet on M.M. youtube? This looks pretty funny, I think a video would be great to see it
  11. Mankus

    Events Manager

    I'll set put in a request and send a dm with the data as soon as I can. Thanks.
  12. Mankus

    Events Manager

    Hi, thanks for the reply. I must remind you, that I'm not doing any of this. This all happens by itself. please note: on every version update, all data has been erased and all traces of the plugin. To prevent any data mismatch or configuraiton change issues, as you suggested - so this is not the cause. Lets go to start again. Running in Oxide. 1) All plugin data is removed. /plugins /data /lang 2) Plugin is freshly installed in an empty test server. 3) The plugin works, generally. 4) Nothing is modified. 5) The plugin does all of this by itself, adds this data on every server restart until its unusable. The same happens on the live server I'm configuring it on too. With no input from myself or an administrator. I honestly don't know why but its not a plugin conflict and its not a data access issue. Do you have any other suggestions as to what I could do to troubleshoot this ? Thanks in advance, Regards, Manky
  13. Mankus

    Events Manager

    Hi, The same problem is still happening in v.3.3.9 Any suggestions ? Infinite blank events lists with only "Mevent" listed and no events or other creators can be added.
  14. Mankus

    Quest System

    Nice, Thank you for taking the time to post and share that Neighigh, much obliged! As you can tell I have not spent enough time in the QuestEditor website
  15. Mankus

    Quest System

    That would be really helpful and is important for a lot of modded pve servers. I would love to see if Skin ID and ItemName (custom name) fields could be added to quest configs, SkinID is much more important though. This has been preventing me from setting up a lot of quest types.
  16. Mankus

    Skill Tree

    Yes that's it, If you set it to have an empty reference it will remove the sound. "Level up effect": "" or to "Level up effect": null I'm not sure which would work here, so you might need to test.
  17. Mankus

    BotReSpawn

    Heya, thanks for the message. Yeah that's fair enough and understandable. Razor will let us know if he gets any info from FP on that too. About the prefab, interesting - when a plugin that spawns an npc prefab that can already use the sound "natively" (such as a scarecrow npc prefab) it works without these errors, however when its added to an npc prefab that does not natively use it, like a scientist npc prefab, the errors occur. I thought it might be something to look into. Anyway, no worries and yes I hope FP sort it out.
  18. Mankus

    BotReSpawn

    All I noticed is, _if_ NPC prefab path is "scarecrow" -# "assets/prefabs/npc/scarecrow/scarecrow.prefab" then paudio prefab "murderer" (assets/prefabs/npc/murderer/sound/breathing.prefab) does not cause an error (I know why the npc prefabs are not scarecrow, typically in BotRespawn or NpcSpawn, even ZombieHorde, for example) But im wondering why the below is the case: if the Npc prefab is "scientist" as in the case with BotReSpawn or other plugins that use custom logic or alternate Npc prefab types, the client-side red spam error occurs: Prefab 'assets/prefabs/npc/murderer/sound/breathing.prefab' requires asset scene 'AssetScene-props' to be loaded first.
  19. Mankus

    BotReSpawn

    Any news about Facepunch returning access to removed or altered audio prefabs, for example the Murderer sound? I believe FP will need some pushing on this topic, as to not forget ordisregard it. I think Razor contacted some staff, for the same reasons but about a different set of audio prefabs, also for NPC's So I am hopeful still that they might return access to developers.
  20. Mankus

    Update Checker

    If your configurations are correct with the proper syntax and urls, then it is probably an api issue - will have to wait for a fix (on the relevant sites) and or the plugin itself. Several other errors can cause this to happen, usually from the configuration file. One example - when there's a mismatch in the plugin name when manually added in the config and the plugin name from the webhost (Codefling, LoneDesign, Game4Freak etc.) as well as in the url and the Sitename, another thing to note these can be CaSeSensitivE depending on your system. Basically, some plugins just wont show up even if you correctly add them.
  21. Mankus

    Convoy

    Sounds like a configuration problem or a workaround, maybe an exploit but not a bug.
  22. Mankus

    Convoy

    @Kleementin I saw your support request in Convoy but could not reply. Convoy Npc's are partially controlled by the NPC Spawn Api. You can change the configuration settings to allow any npcs controlled by NPCSpawn in the configuration for that. This will affect the general behaviour of Convoy Npc's "Can NpcSpawn NPCs attack animals? [true/false]": false, "Can NpcSpawn NPCs attack other NPCs? [true/false]": true, (set this to true to enable them to attack other npcs) "Can NpcSpawn NPCs attack sleeping players? [true/false]": false, "Can NpcSpawn NPCs attack wounded players? [true/false]": false, "Can NpcSpawn NPCs attack players in SafeZone? [true/false]": false, "Prefab path used for all NpcSpawn NPCs": "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_bradley_heavy.prefab", As for ZombieHorde it has its own settings for whether or not those Npcs can attack other npcs, as it uses Chaos' custom Npc logic. Just keep in mind this will enable all npcs controlled by NpcSpawn Api to attack any other npcs, so may have unintended effects dependingo n what other events and bots or bot plugins you have interacting on your server. For example BotRespawn also has its own individual settings for this. Hope that helps
  23. Mankus

    Events Manager

    Ok, thank you for the message. Are you telling me that version 3.3.9 uploaded within the last 30 minutes should fix the configuration and data file problems? I'll be sure to test it out and send any feedback. Thank you for your time.
  24. Mankus

    Events Manager

    I cant record a video, it takes too long and I dont have the bandwidth. Please take a look at the screenshots I have attached below. Files: "Em1.jpg" so this is what happens after a plugin reload. "Em2.jpg" a data file modified by the plugin, this is what happens in the oxide/data/EventManager/CreatorSettings.json "Em3.jpg" is showing the default unmodified event entries of the Mevent events. This is with version 3.3.7. Nothing has been modified. Fresh install, again shows normal Entries for creator Mevent, of Mevent's events. after reload this happens and keeps happening and adding blank entries, Then the GUi can not be used in the creator area. Unloading the plugin, Modifying the entries in the data files and reloading or in the GUI have the same result. Any suggestions?
  25. Mankus

    Events Manager

    I'm glad it works for you, I will send visual evidence as soon as I have time.

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