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Everything posted by Zoreeno
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@imthenewguyThanks so much for implementing this! I went ahead and purchased the plugin. Loving it so far! One suggestion for a future update would be to allow us to set any item (shortname) as the payment used for respec in the config file. Our server uses a custom currency (just paper with a skin on it). I was able to change it to use paper as a payment by editing the .cs file and changing all the mentions of "scrap" to "paper" but it would be nice to not have to do that every time you update the plugin. This is just a small minor request, maybe something to consider whenever you do another update pass on this plugin in the future. Keep up the great work man!.
- 1,253 comments
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- #leveling
- #progression
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I'm interested in using this plugin as something players have to unlock. As in, players do not know this plugin exists until they reach a certain condition that i can handle through a different plugin by having it assign them a permission for your plugin. Basically i'm asking if it's possible to make it so the UI (XP progress bar) does not show up at all unless a player has the permission? Maybe this is already an option, but wanted to double check before I invest.
- 1,253 comments
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- #leveling
- #progression
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Also noticing that the icon for events are staying green hours after the event has ended/depspawned.
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Economics balance does not update while the HUD is displaying. If you click the button to minimize and then re-open it will update the balance, but not while the HUD is open.
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A shop plugin from David!? This is great! I will tell you, the biggest complaint from my players about the current shop plugin we are using is that selling items back to the shop is a pain. They all ask me for an option to "sell all" from their inventory, or at least an option to see the current amount of an item they have in their inventory from the shop UI so they dont have to keep closing it to see how many, metal blades, for example, they have left to sell. If you were to add this functionality to your shop plugin you would stand above all the competition.
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- 567 comments
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- 2
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- #hud
- #interface
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(and 6 more)
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If someone clicks on the burger/menu icon in the top left, does the hud disappear, leaving just the menu icon, and then players can click it again to make the hud reappear? If not, is it possible to make this a thing? Most players hate having things blocking portions of the screen and having this option would make this plugin 100% worth as it looks really really nice.
- 567 comments
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- 2
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- #hud
- #interface
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(and 6 more)
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@Jbird Thank you! I have my UI scale set to default 1.0 and set the buttons up in that scale, but i'm guessing that the player that reported this and gave me those screen shots has his UI scale set lower which is why he's having the problem. @David sorry for my ignorance, but i finally figured out what you meant by "base anchors". I was looking for that settings in the data file, but it was in the config file, my fault. After setting base anchors and repositioning buttons, I noticed that some of the buttons now scale with the UI while other do not. But i guess that's just an issue I'll have to let players know about and give them the option to disable the button if it's in their way. Unless you know about another work around.
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Yeah i saw your comments above but not sure i understand the change that is needed. For example, this button is not at the very bottom of the screen, but is being moved to the left on some resolutions. Here is the current CUI data for this button. What changes should i make in order to have it remain in the same position for all resolution types? "rewards": { "uiType": "Overlay", "panelType": "button", "OffsetMin": "240 -100", "OffsetMax": "430 -80", "text": "<b><color=#5990cf>Check Rewards</color></b>", "panelColor": "1 0.96 0.88 0.15", "panelChatCmd": "level", "imageUrl": null, "imgAnchorMin": null, "imgAnchorMax": null, "onCmdHide": "false"
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@DavidI'm having some issues with the UI scaling. I read through your fixes above but I'm not able to get it figured out. It seems all buttons are in different positions depending on the players resolution after the FP update. Here is a screen shot of how the buttons normally look (and how they look on my screen) And here is how it looks on a players screen that is using a different resolution/ratio
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I like this idea a lot. This would open up a lot of cool possibilities for servers using their own custom progression system. Like have an area with a very important vendor surrounded by over tuned BotSpawn NPCs, but if you reach a certain level via an XP system, you're granted a permission that changes those NPCs to friendly for easier access to the vendor.
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Not much info on this plugin. You should work on the description page a bit so people know a little bit more of what they are investing money into. I have so many questions, but here are a couple to start.... 1. Does this support custom item names? For example. I want to add the "note" item but with the custom name of "Cash" 2. Do these shops show on the map as a vending machine?
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- 13 comments
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Hey @David - Is it possible to make Craft Menu compatible with these plugins: https://codefling.com/plugins/personal-marketplace https://codefling.com/plugins/globalstorage Component Box - by k1lly0u (this one is hosted on a different paid plugin site so idk if that's allowed or not) I would love to give players the option to craft these items through your Craft Menu plugin.
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If it's not too much trouble to add that option in when you compile a future update that would be awesome.
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Hey Steen. I'm not sure if it's by design, or maybe due to limitations, but the announce spawn does not show on a custom profile when using the toplayer command. I was wondering if it's possible to make it so?
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I was one of the many who were disappointed with how the transition of this plugin from being free to premium happened without any advanced warning. However, I'm reviewing the plugin itself and not my opinion on how the switch over was handled.... Is the plugin worth the asking price? Absolutely it is, and it should have never been free in the first place in my opinion. BotSpawn has always been the go to plugin for most server owners that want to add hostile bots to their server, and that fact doesn't change with the new BotReSpawn version. The plugin functions as advertised and can truly add value to your server if set up/used correctly. Steen (the developer) seems committed to ensuring that the plugin offers features and functions that fit each users specific needs (where possible). He is very responsive to inquiries and does seem to truly care that people are happy with his product. This combined with the quality of the plugin itself makes the price justified.
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- 30 comments
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At the time of writing this review the plugin is in a very early state with limited features. However... The developer is responsive and continues to add new functionality to the plugin. I was searching for a basic XP system that did not offer skill points to allow altering of game mechanics, but instead to just allow me to choose item rewards or rewards through a command (adding a player to an oxide group for example) and this plugin does just that! The UI looks nice and clean and it adds a nice side progression system for our PVP/PVE hybrid server.
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Thanks! That would be great. One more suggestion.... I noticed that your XGatherUp plugin has a console command available to give players XP. Could you add a similar command for the XLevels plugin that works through console and RCON? I use the XDQuests plugin and it would be nice to have a quest reward to give XP from your plugin by running the command when a player completes a quest something like this: exp_give %STEAMID% <amount>
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@Monster Thanks for the update to include increasing XP for each level! It's great. I was also trying to test out your new NPC Shop setting for opening the inventory. It looks like you have it set to use existing Rust default NPC shops, which is kind of odd if I'm being honest. Would you be able to add support for the HumanNPC plugin instead? 90% of all servers that are interested in a leveling plugin will be using HumanNPC already. It's commonly used by most plugins of this type and it looks to be pretty easy to include in your plugin. Here is the info you would need: Plugin: https://umod.org/plugins/human-npc Hook: OnUseNPC(BasePlayer npc, BasePlayer player) All NPC have unique userIDs, (BasePlayer.userID) You could look at the NPC and it would open the menu when a player presses their use key. It's pretty straight forward and much better than setting up a Rust default NPC to open the menu. The HumanNPC plugin assigns each NPC an unique ID number and then In your config file you could give an option for which NPC id to use.