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Everything posted by Steenamaroo
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Leaderboards are optional - Saving a leaderboard takes a snapshot of the top player per category at that time, and their score. It's for MySQL/web use, and the button to save a leaderboard snapshot is in the Admin UI.
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Hi, Default Rust loot can be removed by setting Alow_Rust_Loot to false. You can place custom loot in your kits, or with more variety and randomisation by using my CustomLoot plugin.
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Glad you got it up and running. Thanks for letting us know. To be honest, regarding PlaytimeTracker, I've no idea. I don't recall having to do anything at all when I added the feature, and I've not had reports and issues over the years (it is years...). Maybe something's changed in PTT recently? I wrote a plugin for someone recently which relies heavily on Playtime being tracked, and read, and it has no issues that way.
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For PlaytimeTracker issues you're better going to uMod and posting in support there. PlayerRanks just reads the info from PTT data file so if that info is zero, that's a PTT issue or something else. @pinoysaboteur Yes, you can publish top three. From PlayerRanks description - useTimedTopList - Toggle public broadcast rotation. TimedTopListAmount TimedTopListTimer TimedTopListSize - Font size for chat output. TimedTopListNumbered - Adds ordered numbering to chat output (1st,2nd,etc). @Bazim You're probably not recording AFK time or something. Check the PTT config file, and uMod documentation.
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@Mercury???
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- 424 comments
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- #statistics
- #leaderboard
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Try re-null checking targetinfo.X inside your NextTick.
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As I say, UseCustomSpawns has to be true, which it now is, and you have to use the chat commands to add spawn points for the npcs. Go to the location you want the npc to spawn and do /botspawn edit banktest /botspawn addspawn then reload BotSpawn and your npc should spawn right there.
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To use stationary you have to enable UseCustomSpawns and give the npc a custom spawn point with the chat commands. Your description sounds like UseCustomSpawns is false, or you don't have any custom spawnpoints for the npc.
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- 424 comments
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- #statistics
- #leaderboard
- (and 12 more)
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- 424 comments
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- #statistics
- #leaderboard
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@Mercury^^
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Hi Rodeny 1: No, it makes no difference. The option to save to MySQL is in addition to the regular save and is only there for people who who want to publish to web. The local data file is stored and used regardless. 2: To be honest, I don't know. i just made them optional from day one but I've no reason to think there's any problem with using them.
- 424 comments
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- #statistics
- #leaderboard
- (and 12 more)
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Changed Status from Pending to Closed
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If you're considering external loot plugins, CustomLoot has API and allows you to specify custom profiles (and creates if not exist) to let users have a unique loot table per call. List<Item> loot = (List<Item>)CustomLoot?.Call("MakeLoot", "SomeCustomName"); if (loot != null) foreach (var item in loot) if (!item.MoveToContainer(container.inventory, -1, true)) item.Remove();
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You want to add a player to a group? The oxide/uMod permissions system is all command based. This plugin is a UI to make that easier. You can view all the groups per-player, and toggle which groups the player is in. just do /perms player <playername>, then click 'Groups'.
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Hi, Even if you're using custom spawn points BotSpawn still needs to find navmesh for the npc. If there is no navmesh nearby it wont be able to spawn them. The only way around it is to use Stationary: true but, of course, that means the npcs won't be able to move around.
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Great stuff, thank you both for the reports and for checking this.
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- 424 comments
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- #statistics
- #leaderboard
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No worries. The population control frequently checks if any npcs are missing, or if there are too many, so it could fail to find a suitable spawn point any number of times before finally succeeding. That's why you'll see message about failure to find points but, eventually, still have npcs there. If you just want them at the coast you'd be better off disabling the lighthouse profile and putting a custom profile on the coast. If you want npcs around the actual lighthouse then the best way is to use custom spawn points.
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Maybe try asking on the general support forum, or in our discord? https://discord.gg/j8DGWDa Someone might have seen this before and know what's happening.
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It's not really. There's just no navmesh. If it's going to be that unpredictable I'd just add some custom spawn points.
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Hi, I'm not sure if that type of damage can be detected specifically, but I'll look into it and find out. Thanks for the info!