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Everything posted by Steenamaroo
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Hi, PermissionsManager does offer a backup and restore option but, of course, that'll only work if you used the backup command in advance. For normal use PermissionsManager doesn't rely on its own data record but, rather, oxide's permission system and storage. On oxide servers they're stored in /server/data/oxide.users.data, as far as I know. Maybe you deleted that by mistake? If so you should be able to shut down the server and restore that file from backup. oxide.groups.data is stored there too.
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I can only really reiterate what I said before, because I don't know that plugin, but my assumption would be that if you already have CustomLoot set up to put loot on the type of npc that plugin spawns, then the option provided would let you prevent that from happening for BossMonster npcs. It sounds like when I had 'Allow_Alphaloot' in BotReSpawn. I had dozens of people asking 'where do I put the loot table name' when, really, the option was preventative and should have been called 'Prevent_Alphaloot'. Maybe the author would consider adding "CustomLoot_Profile" as a string option, and making their own call for loot to CustomLoot if that's not empty. That would give more control.
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Oh, I see. Yes, CustomLoot does nothing at all unless you enable profiles within the config and set up a valid loottable to go with them so, simply put, if you just install it on the server and do nothing else, it wont change or interfere with anything. What you'd do is install it, set up RandomRaids config to use a CustomLoot profile name (which you make up), then the first time RandomRaids tries to ask CustomLoot for loot, CustomLoot will create a config entry, under API, of that name. In console you'd see the following as confirmation. CustomLoot had a call for a profile that doesn't exist. Adding profile {NameHere} using loottable 'default'. From there you can set up that new profile as if it was any other. If you need any help beyond that, let me know.
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In the config for each entry you'll find a setting called "gunsWithAmmo" If you set that to true then any guns which spawn will be accompanied with an amount of appropriate ammunition. To directly answer your question, though, no. You can't have multiple loot tables apply to any given container type.
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Ok, I had to watch the videos to find out what these abilities are, unfortunately. That should be in listed in the description. Melee only Fire ammo You can do these at present within your kits setup Slow down players with fire. It's not the same but you can give BotReSpawn npcs incendiary ammo, molotovs, or even flame throwers. With molotovs in their belt they'll switch to, and throw, only when line-of-sight is briefly broken, which means they'll use it in a sort of tactical way and still mainly rely on their main weapon - Whatever you give them. Flame thrower is treated as a close-range weapon, like melee, so you can combine it with a rifle to have the npc use fire up close, then switch to bullets at slightly longer range. The npcs (with guns) do periodically increase, and decrease, their distance to their target, rather than just stick to the target like glue, so this setup can get interesting. Summon other npcs You can sort of do this with the assist range settings, causing nearby NPCs to get involved and help out another. Again, it's not exactly the same thing...I appreciate that. Radiation I could see adding in a radiation element. It's been requested before and in keeping with the vanilla game. Whether it's the npcs themselves which have a radiation radius or their attacks which inflict it, that's something that was requested and considered a long time ago. Summon wolves Invisibility Freeze Electric shock Honestly, I'd be reluctant to pursue any of these. These appear to be the qualities which make that particular plugin different. To incorporate or, let's call it what it is, copy those isn't something I'd want to do. I appreciate the suggestions, though.
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Hi, Would you be willing to give the attached copy a whirl? It's a bit of a hacky solution but I believe it should work, giving unique listings for spawners which were previously ignored, due to having the same name/stats as others. Initial confirmation would be seeing multiple crate/barrel spawners at the Dome where, before, you would have seen one of each. MonumentSpawnControl.cs