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vanzylquintin42

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Everything posted by vanzylquintin42

  1. hi just got the plugin. Is it possible to add it so you can give an item with a skin id as a reward
  2. Hi so basicly i have paper with a skin id that is lootable from every lootable items and npc. so what i want is to be able to bank that paper to the tc bank and when you with draw it that item must go back to your inventory and not the wallet
  3. Hi is i possible to make it so you can deposit a custom currency (item with a skin ID) to the TC bank as well. and a toggle option for the wallet so when you withdraw the cash it goes to your inventory At the moment, I'm using a custom item as my currency
  4. Tested and it seems to be working right with the new update dont know what went wrong on the previous one
  5. I loaded an old version file the 2.0.2 and the redeem works fine with the items and the currency
  6. Yes that sort of setting will help a lot as im also needing to redo all my kits to remove the skins thats no longer allowed as to facepunch TOS but it is correct you can still use the skins but player must not be able to get them
  7. Thanks will try that way im running this plugin to handle my loot and even when i set it to use vanila npc loot that plugin still dont pick up botrespawn npc
  8. Not that i can see after the item expires it go in the redeem storage but not the currency
  9. how can i add custom loot to the bots like that every bot have a 100% chance to drop a dogtag and some currency
  10. hi don't know if i missed something or did anything wron,g but when a player buys from the market, the other player is not receiving the currency and when i use the /redeem it says that the storage is empty Everything worked fine before the rust update and now its not working
  11. have a case where a player can't put a tc down when its the first tc to be placed. When I remove the plugin, he can place the tc. its also only with a random few players, so maybe something on my side
  12. Is it possible to add to the scoreboard the total number of games the player played
  13. private void PingHackableCrateFor(BasePlayer player) { if (hackableLockedCrates.Count == 0) return; bool isTempAdmin = false; try { if (!player.IsAdmin) { player.SetPlayerFlag(BasePlayer.PlayerFlags.IsAdmin, true); player.SendNetworkUpdateImmediate(); isTempAdmin = true; } player.SendConsoleCommand("ddraw.text", new object[] { 1f, Color.red, hackableLockedCrates.First().transform.position + Vector3.up * 2f, $"<size=24>◈</size>" }); } finally { if (isTempAdmin) { player.SetPlayerFlag(BasePlayer.PlayerFlags.IsAdmin, false); player.SendNetworkUpdateImmediate(); } } }
  14. found a fix for the god mode issue.The problem is on the plugin side after i add a line to the code the event functions as normal with no god mode
  15. After extensive testing and back-and-forth with this plugin, I decided to remove my PvE plugins to eliminate that possibility. However, the event still grants god mode when players leave it. I investigated further and found that when the locked crate is opened, if a player enters the event and then leaves, they receive god mode. I ran several tests without the locked crate spawning, and everything worked fine—no god mode was granted in those cases. However, this approach also means that reinforcements cannot be called in.
  16. im also running simple pve.if that is the case that the player gets admin flags when entering and leaving the event how would i go about to turn it off
  17. Started running the events on my main server, noticed that on some players, when they exit the event dome that they have a god mode from NPC damage its a rare chance and only to some players not all of them
  18. Is there a command i can run to reset the scoreboard
  19. never mind i got i working did not look at my test server settings it was on pve
  20. hi just got the plugin Noticed that when npc starts attacking im not taking damage and the npc then just die as if the damage done is reflected back to them how do i fix this
  21. hi if noticed that when the server starts up the skill tree spawns in a bunch of workbenches is there a reason for it [Skill Tree] Spawned: workbench1.deployed [Skill Tree] Spawned: workbench2.deployed [Skill Tree] Spawned: workbench3.deployed
  22. how can i set it to use random arenas. and can you use any json file as an arena or must it be build in the rust edit
  23. i added the manual reload command again so it can work after a restart will do more testing on my test server to see if its a fresh wipe with new recyclers if it still does that
  24. yes i left it for 3 restart to check for that and on all 3 restarts it did the same.
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