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Everything posted by Zoreeno
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- 191 comments
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- #permissions
- #admin
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(and 7 more)
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- 191 comments
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- #permissions
- #admin
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(and 7 more)
Tagged with:
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- 191 comments
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- #permissions
- #admin
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(and 7 more)
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I have the same experience as Jbird described. So for example. I have a plugin that registers it's permissions as "XDQuest.use" This plugin's permissions are not showing in PermissionsManager as it did before. However, the permissions do work when assigned manually through commands. So i can input "oxide.grant user <STEAM64_ID> XDQuest.use" OR "oxide.grant user <STEAM64_ID> xdquest.use" and both methods will work. I brought this up in the UMOD discord and I was told that since the permissions are working/registering with mixed case structure and non-mixed case structures, that there is nothing that needs to be fixed on the oxide side of things. However I do find it odd that no changes were made on your end to this plugin to cause the issue, so clearly it's something that they did with oxide that's causing it to suddenly not see these mixed case permissions. Is there maybe something that you can adjust on your plugin to detect whatever changes they made with oxide so that it can recognize and list these mixed case permissions again?
- 191 comments
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- #permissions
- #admin
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(and 7 more)
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Sorry man, I didn't mean for my post to come off so negative. I just wanted folks to know a few things i noticed about the plugin in it's current state. I removed my opinion about the price from the comment. That way people can draw up their own opinion without possibly being swayed by my own personal opinion.
- 82 comments
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- #stats
- #statistics
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Played Time is not tracked correctly. During our current wipe, players play time stat on the plugin keeps going up and down in time. One day it will show 47 mins played, the next it shows 20 minutes played. When in reality the player has logged multiple hours of time since the plugin has been installed. Seems like it might be recording session play time and then resetting back to 0 every time the player logs off and then comes back.
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Never received a response on this, but it was resolved with a recent update. You can close this out.
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The UI scale issue I mentioned above has been fixed with a recent update, however, the UI is off center on the screen, players keep pointing that out to me. But at least they can close it now. There are still a few bugs and a few features that I would like to see fixed/added : 1:) PVE deaths (from NPCs, Animals, ect) are counted in the players KDR. Most players want to see their PVP KDR only. There needs to be an option to include or exclude PVE deaths, or maybe track them separately as a separate stat. 2:) Played Time is not tracked correctly. During our current wipe, players play time stat on the plugin keeps going up and down in time. One day it will show 47 mins played, the next it shows 20 minutes played. When in reality the player has logged multiple hours of time since the plugin has been installed. Seems like it might be recording session play time and then resetting back to 0 every time the player logs off and then comes back. The free plugin PlaytimeTracker tracks play time perfectly, so maybe this plugin should just run off of it as a dependency instead of trying to track it on it's own if that's even possible? . 3:) There are zero customization options. No permissions so admins show up on the leaderboard. You, can't exclude stats that you don't want showing, you can't even change the title on the UI to say something other than "Better Statistics". (at least not without editing the CS file itself). BillyJoe has some great products available, so i have nothing faith in him polishing this one up over time. Just wanted to throw this out there for anyone who is curious about my experience with the plugin.
- 82 comments
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- #stats
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Glad to hear about it being inserted via RNG when a crate is opened, that should prevent the conflict with AlphaLoot for sure! As far as the egg not being skinable, you should be able to apply a skin to the shortname that the egg is associated with. I have another plugin that is able to do it. in that plugins config i have this setting: "Item shortname": "rustige_egg_c", "Award Display Name": "Furnace Upgrades Voucher", "Item quantity": 1, "Item skin": 2714802680, It doesn't actually skin the egg, it just changes the the icon for the egg to the skin ID which is this: https://steamcommunity.com/sharedfiles/filedetails/?id=2714802680 I'm not going to pretend to know how the developer of that plugin does it lol, but it's definitely possible.
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Man, this is such a great idea for a plugin! Bravo for thinking outside of the box! I have a couple questions... 1:) Is there a way to put a max time that the egg can be "alive". It would be great to be able to set it for a max of 72 hours a player can hold onto the egg without cracking it open. The egg would then just disappear after the 75 hr timer and can be looted in crates again. Idk if that's even possible to implement though. 2:) You may not be able to test this one.... but I've had issues with some plugins that insert items into crates while also using the AlphaLoot plugin. AlphaLoot will sometimes prevent what other plugins are trying to populate into crates in favor of it's settings for the crates. It's hit or miss which plugins conflict though, I have another plugin that inserts items into crates on top of AlphaLoots without an issue, while other plugins i couldn't use with AlphaLoot loaded. Also the ability to add a custom skins (really just a custom icon via a skin ID) for the egg, as mentioned by others, would be great as many plugins are allowing this now-a-days.
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The plugin is currently unusable due to the UI scale being too large for players using a standard 16:9 monitor on 1080 resolution with Rust default UI scale set to 1.0 (which is the majority of the player base). Players cannot close this plugins UI unless they go into their Rust settings and scale their UI down to something below 0.8.
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I have it set up on a test. You can see it here --> stats.rustrevolution.net There are some issues with the in-game plugin though. if a player that is using the Rust default UI scale of 1.0 tries to open the UI with /stats, the UI scale is stretched too big. So big that you cannot see the X in the top left corner to close it out. The players have to press escape, adjust their game UI scale down to 0.8 or lower before they can close the window out. It's a pretty big issue as a large majority leave the UI scale at 1.0. Those players get frustrated that the screen can't be closed and immediately leave the server. I had to disable the plugin for now until the developer fixes that issue. I'm also having an issue with the Steam Login button on the website. If you click it, it takes you to the steam log in page, but after clicking sign in, it just sits there and doesn't redirect back to the site, if you manually browse back to the site, you are still not logged in. That may be an issue on my end with my host through, I'm not sure. I'd like to see someone's site that has the log in page working through. Overall the website portion of this product is nice and clean looking works well enough, however the in-game plugin still has issues and lacks some much needed features like the ability to customize the size/scale of the UI and it needs permissions to be able to revoke admins from showing up on the leaderboard.
- 82 comments
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- #stats
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- 60 comments
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- #custom item
- #command item
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- 191 comments
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- 1
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- #permissions
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I peeked around at the CS files for plugins that have permission not showing up in Permissions Manager. They all seem to have one thing in common and that is they are set to register their plugin with mixed cases, ie BotReSpawn. For comparison I have the plugin "XLevels" which is registering it's permissions as "xlevels" (not XLevels) and that plugin is showing up in Permissions Manager. Hopefully this helps.
- 191 comments
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- #permissions
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This plugin is not picking up all permissions after the August game update. Someone was saying that there was a change to oxide permissions case sensitivity and that this might be the cause. I'm not going to pretend to know the details, but just wanted to give the heads ups in case there is anything that needs updated with this plugin.
- 191 comments
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- #permissions
- #admin
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(and 7 more)
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- 60 comments
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- #custom item
- #command item
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- 60 comments
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- #custom item
- #command item
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Finally a good bot at a fair price! After i got over a few growing pains with setting it up, I now have the bot up and working. I was able to get rid of the discord extension and all the plugins I had that relied on it. It's a good feeling knowing that I still have most of the same functionality without adding extra tax on server performance. Amino offers good support in his discord. Couldn't be happier with my purchase and looking forward to future updates and improvements
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- 236 comments
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- 567 comments
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- #hud
- #interface
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Ok great. I was worried it was just me. Glad to know it's a known issue being worked on. Thanks for the reply and thanks for providing and supporting these plugins for free. You are the real MVP.
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Does this plugin work with APC paths created in Rust Edit at custom monuments? I can't see to get the plugin to work. I do not have any other Bradley altering plugins but i keep getting this error in the console when the Bradley takes damage and none of the events happen. Failed to call hook 'OnEntityTakeDamage' on plugin 'BradleyGuards v1.4.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.BradleyGuards.OnEntityTakeDamage (BradleyAPC entity, HitInfo info) [0x0001f] in <dcba1429f4dd477e95221a9ff91a89a9>:0 at Oxide.Plugins.BradleyGuards.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0048f] in <dcba1429f4dd477e95221a9ff91a89a9>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <e23ba2c0f246426296d81c842cbda3af>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <46ff2b534abb4b35952608167523b7ec>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <46ff2b534abb4b35952608167523b7ec>:0