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Everything posted by Steenamaroo
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Version 1.0.5
177 downloads
Boom is an admin/troll/OP tool which adds c4 explosions to regular weapon damage. Details. When a player, or turret, has permission any damage that it inflicts with bullets results in a (real) c4 explosion and c4 damage. Anything that can be hurt/damaged/broken with bullets will go boom. Examples - Animals, players, barrels. Trees and nodes, for example, do not take damage and, therefore, do not go boom. Permissions boom.admin - Allows unrestricted use of boom. boom.allowed - Allows players to toggle boom. boom.turretsallowed - Allows players to toggle boom for their turrets. boom.costs - With this permission each boom costs 1c4 (taken from inventory). Chat Commands /boom - Toggles boom on and off for players who have the permission and are not on cooldown. Initial use of the /boom command enables the tool and begins 'EnabledMinutes' countdown. Subsequent uses will toggle the tool on and off but will not pause the countdown. /boomturret - Toggles boom on or off for the turret that a player with the turret permission is looking at, and authorised on. Turrets are not subject to a countdown, or cooldown. /boom addweapon - Adds the weapon you're holding to the AllowedWeapon list. /boom removeweapon - Removes the weapon you're holding from the AllowedWeapon list. Config. The config options govern player use of /boom command. EnabledMinutes = 1; - How long the player can use boom for. CoolDownMinutes = 1; - How long before player can use boom again. AllowedWeapons = []; - Shortprefabnames of weapons which will make booms. RespectPVEPlugins = false; Notes. AllowedWeapons is a List<string> and should be formatted as follows. ["lr300.entity"], for single or [ "lr300.entity", "m92.entity", "etc", "etc" ], for many. Leaving AllowedWeapons blank enables all weapons.$10.00- 1 comment
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- #explosion
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Hi, No, there's no need to delete anything to update. Just drop the new .cs file in to your /oxide/plugins folder. There's a few reasons they may not fight back. They could be peacekeepers and you have no weapon, or you're in vanish maybe?
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Hi, The config has the following options. public string fontColor1 = "<color=orange>"; public string fontColor2 = "<color=#939393>"; public string fontColor3 = "<color=white>"; public string buttonColour = "0.7 0.32 0.17 1"; public double guitransparency = 0.5; The default font colours are orange/grey/white so it should be easy to see which is which. Those accept hex or simple colour names, as demonstrated by the defaults. buttonColour is RGB-A but the R-G-B are on 0-1 scale - That's what the UI wants. This site seems to convert hex to that ^, if that's any help.
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Hi, Can you list some features you'd like to see in such a plugin?
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Does BotSpawn Obey ZoneManager's NoNPC Flag?
Steenamaroo replied to RyanFromRust's Support Request in Support
Hi Ryan, Welcome to Codefling! At a quick glance it looks like ZoneManager's NpNPCSpawns flag should kill any NpcPlayer type, which would include BotSpawn. I'm looking at CanSpawn method around line 360... else if (baseEntity is BaseNpc || baseEntity is NPCPlayer) { if (HasEntityFlag(baseEntity, ZoneFlags.NoNPCSpawns)) baseEntity.Kill(BaseNetworkable.DestroyMode.None); } Just be aware that killing a BotSpawn npc will trigger his respawn timer so it's possible, then, to have an npc trying to respawn over and overm depending on BotSpawn's location/radius settings. -
Does this only check the plugins listed or...?
Steenamaroo replied to Bumfuzzler's Support Request in Support
This is for my plugins, and the description lists them by name for clarity. I agree a site wide plugin would be very useful and am prepared to write it but there is no way to obtain plugin names and current versions in one lookup, at present. It has been requested. -
HeavyScientist conflicts with paratroopers
Steenamaroo replied to snetzer's Support Request in Support
Nice one man, thanks. Yeah, it's pretty much the same thing. -
HeavyScientist conflicts with paratroopers
Steenamaroo replied to snetzer's Support Request in Support
HI, NPCKits provides OnNpcKits(ulong) so that other plugins can override for their npcs. Pinging @FastBurst so he knows the option is there. object OnNpcKits(ulong ID) { if (YourRecordOfNPCIDs.Contains(ID)) return true; return null; } -
Hi, I got another request recently to allow users to specify weapons which should insta-kill for headshot. I'll see about doing that, but with additional options for 'all-bullet' and 'all-melee'. Thanks for the suggestion.
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Hi, Thanks for the info. I've actually added this to CustomLoot already so it'll be in the next update. I've added a config option per container type for water fill percentage.
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Max/Min items is a random number from the range you specify - It dictates how many items should be in a container. Max/min stack is a random number from the range you specify and dictates how much of an item you should get - No point getting 1 wood, for example. Neither of these affects probability.
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Glad you got sorted. Worth pointing out, though, that probabilities aren't percentages. It's a two-tier relative system. For each spawned item a category is chosen first, based on your category probabilities, then once a category is picked one item from that category is chosen using the item probabilities. For a simple example, if there were 10 categories and you set their probabilities all to 10 except for one, which you set to 1, then there's a 1 in 91 chance of the rare category being picked. I generally recommend people set all item and category probabilities to some sensible middle-ground number, like 10, then adjust certain categories and items up/down around that to taste. Always spawn list is there so you can guarantee some item without messing up probabilities for the other items in its category. A lot of people want scrap to always spawn along side randomised loot, for example.
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Hm, OK. It's just a zipped json file. Well, to fix manually you can just replace my comment line above with "autoturret": { and add a closing } at the end of the file.
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Your attached file has "UseCustomSpawns" false for "Top Dome" profile. As I say, you'd need to set that ^ to true and then use the chat commands to add a custom spawn point for that profile, where you're standing in your picture. Set 'UseCustomSpawns' to true for that profile /botspawn edit TopDome /botspawn AddSpawn reload plugin to confirm it worked.
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Hi, Yes, this is possible. The default approach is that BotSpawn will pick random spots within the provided radius and place npcs at those. Those spots have to be on terrain with a clear view of the sky, looking directly up. For your custom profiles, in/on/under The Dome, you'd need to set 'UseCustomSpawns' to true, and then use the provided chat commands (documentation) to create custom spawn points. With this approach you can create spawn points anywhere that there is navmesh. If there is no navmesh you should get a friendly warning message in chat when you add a point. If that's happens you can use '/botspawn removespawn' to remove the last created point then move a little bit and try again. This allows precision custom placing of NPCs, but would have to be re-done each time the map changes. You will need to create at least as many spawnpoints as the number of NPCs you're asking for. Hope that helps.
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Hi, Not sure what's going on there but I'm sure someone can help you out. Have you joined my discord and/or codefling discord? Might be easier to talk it through in one of those.
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The name of the first item in electrical has been deleted - "autoturret". "Electrical": { //name should be here with opening bracket "probability": 10, "maxStack": 10, "minStack": 1, "blueprintChancePercent": 0, "skins": [] }, "ceilinglight": { "probability": 10, "maxStack": 10, "minStack": 1, "blueprintChancePercent": 0, "skins": [] }, Attached is a repaired copy. default.json.zip
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Those are the correct names ^. Might be easier if you attach a zip with your config file and contents of /data/CustomLoot. I've added error catching code to be released in the next version but that doesn't help you - It just means it'll fail with a nice message instead of red text.
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Just tried a few things. The only way I could get the exact error you're getting was to remove one of the item names in a loot table. Like this, for example. "ammo.nailgun.nails": { "probability": 2, "maxStack": 1, "minStack": 1, "blueprintChancePercent": 90, "skins": [] }, //Title missing here "probability": 2, "maxStack": 1, "minStack": 1, "blueprintChancePercent": 90, "skins": [] }, "ammo.pistol.fire": { "probability": 2, "maxStack": 1, "minStack": 1, "blueprintChancePercent": 90, "skins": [] }, Validating and repairing your loot-tables should solve any problems.
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k. You must have the same, or a similar, issue in some of your other data files then. If you're using an editor that flags errors I'd open the config and all data files and have a scan through. If not, paste the contents of each into https://jsonlint.com to verify.
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I turned this off ^^ @Death
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There is no update. I just made a small change to the documentation. UpdatesChecker will notify you if any of my plugins have newer versions available. @Death - ^^^.
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The error isn't fixed. "botabag": { "probability": 0, "maxStack": 1, "minStack": 1, "blueprintChancePercent": 0, }, Skins entry is missing. "JsonSerializationException" is the plugin (any plugin) saying data or config is not as expected.
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- 226 comments
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Changed Status from No Response to Not a Bug