[ChatCommand("listcustommodules")]
void ChatListCustomModules(BasePlayer player, string command, string[] arg)
{
string modulelist = "Custom Modules Available:\n";
HashSet<ItemConfig> itemConfigs = _config.customItems;
foreach (ItemConfig itemConfig in itemConfigs)
{
modulelist = modulelist + itemConfig.name + ":" + itemConfig.customShortname + "\n";
}
PrintToChat(player, modulelist);
}
[ConsoleCommand("listcustommodules")]
void ConsoleListCustomModules(ConsoleSystem.Arg arg)
{
string modulelist = "Custom Modules Available:\n";
HashSet<ItemConfig> itemConfigs = _config.customItems;
foreach (ItemConfig itemConfig in itemConfigs)
{
modulelist = modulelist + itemConfig.name + ":" + itemConfig.customShortname + "\n";
}
Puts(modulelist);
}
I'd like to add a command to list all available modules and their custom shortnames that need to be referenced to give/get custom modulse. I often times have to check the names These are working for me but feel free to tweak. It'd also be nice to add input validation and just spit out a "syntax" kind of blurb for givemodules etc. Currently it just doesn't do anything. i could make the adjustments and post here if you like as well
just opening the map in rustedit and saving it again seems to have fixed the water issue. i'm not sure if you had any apc pathing etc in there in the original 1.04 but it may have stripped that if so as it was complaining about such. I wasn't paying attention to that beforehand.
it looks like this map has an issue with the water in the volcano crater. it's the first time I tried using it since last year so unsure when/how long it's been in this state. The water is invisible, but still functions as water. L7
Just a heads up, it looks like the internal version in the .cs file is still 1.0.39 but looks like it should be 1.0.40. Not a big deal, just messes with UpdateChecker
is it limited to 5 profiles (easy, medium, hard, expert, nightmare)? If just those profiles, is it possible to customize a specific base within a profile with different preferences? For instance, I'd like to create "Puzzle" bases where I don't want them blowing up walls or foundations, but don't want that for the full profile.
I see, for instance, a few options can be passed per base such as:
"nightmare001": [
{
"Option": "stability",
"Value": "false"
},
{
"Option": "autoheight",
"Value": "false"
},
{
"Option": "height",
"Value": "1.0"
}
I guess the main question is can other configurations within that profile be tweaked per base? I wasn't seeing a list of such anywhere obvious.
With v1.0.4, anyone notice that the structures in Q5 (looks like it was supposed to be train yard perhaps?) is missing? There are spots where you can see undermesh (thankfully they're solid so players don't fall through) where structures should be and the entrance to the subway is gone as well but can see the elevator/stair shaft below terrain. I tried blowing out the .map and .sav files to let it reload and same behavior.
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