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Steenamaroo

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Everything posted by Steenamaroo

  1. Hi, I'm not getting any other reports so I'd recommend reloading the plugin and watching console for errors or warnings. If anything comes up there please let me know. If not, double check the contents of the CustomProfiles.json and DefaultProfiles.json you're using to make sure they're OK. If you're unsure, feel free to attach them here and I'll have a look. Thanks.
  2. Yeah, there's a bug there. It'll be fixed in the next update.
  3. I'm going to guess there's a bug there because it's only meant to switch groups when you take/lose a title. For that to be 'exceedingly relentless' there must be something wrong. MySQL shouldn't cause hiccups, unless perhaps the table's been dropped and it's saving the whole lot. Outside of that it only saves records which have changed and it does it in one query so it should be smooth. Turning off gathering of stats is something I might add. Thanks for that.
  4. No problem. To be fair BotSpawn should catch that and set it straight...I thought it did, actually, but obviously not. Next V will.
  5. Yeah, not sure how it's happened but the contents of 'default-DefaultProfiles.json' is null. Delete that file and reload BotSpawn and you should get a new file to work with.
  6. Hi, I think this might be coincidence. I can only find that error message relating to ScientistAStarDomain and BotSpawn doesn't spawn those. You find those on the CargoShip and maybe in other places. You said the spam stops when you unload BotSpawn, though, so I'm thinking maybe the presence of BotSpawn npcs is causing some of the default npcs to do something/try to do something they can't? If you're on a proc-gen map feel free to send me your mapsize + seed and your DefaultProfile/CustomProfiles json files and I'll see if I can replicate it. If I can do that then maybe I can track it down.
  7. Hi, I think it has to be some kind of mistake in one of the data files that isn't getting caught. Would you mind attaching the -DefaultProfiles and -CustomProfiles json files for your current prefix? Thanks.
  8. They're added to a group, and removed from it, when they gain/lose a title. That allows you to offer perks for title holders without having to monitor or maintain it, but there is a stupid issue where groups are destroyed when the plugin is unloaded - I'll be changing that shortly.
  9. Oh, that's a new one. Thanks for reporting.
  10. Steenamaroo

    groups & permissions

    Ok, thank you. Yeah, I think that's just my mistake. I'll get it sorted next time I'm looking at PlayerRanks. Thanks for the report.
  11. Steenamaroo

    Exclude plugins

    That's right - The name as it appears in the .cs file. The formatting is a string array, like BotSpawn Kits, so quotation marks around each and commas between if there's multiple. ["OnePlugin"] or ["Several", "Different", "Plugins"] You'd want ["Friends", "RulesGUI"] as far as I know.
  12. Steenamaroo

    groups & permissions

    Hm, ok. Are you able to confirm if they're being removed from the group or just losing the perms somehow.
  13. Steenamaroo

    groups & permissions

    Hi, PlayerRanks adds users to the relevant group when they gain a title and removes them from it when they lose that title. It also removes all of its groups when it's unloaded, so no mess is left. When you reload the plugin all the titles are worked out again and people are put back in their groups. Does that cover what you're asking, or are players losing entitlements while they actually hold a title? Thanks.
  14. Steenamaroo

    Exclude plugins

    Hi pookins. Yes, plugin name is correct.
  15. Pleasure. Thank you!
  16. Steenamaroo

    BotSpawn Custom Kit

    Hi Mark, Yeah, I'm aware of that thanks. BotSpawn only really supports regular bullet weapons and melee weapons. No rockets/arrows/grenades/chainsaws/flamethrowers, etc.
  17. Hi, Looks like you're not using the correct formatting for entering kit names. From the overview - Kits, Names, and Headshot weapons should be formatted as follows: ["kit1"], for single or ["kit1", "kit2", "kit3"], for many.
  18. Hi, Population is dynamically controlled. You'll want to change "Day_Time_Spawn_Amount": 14, "Night_Time_Spawn_Amount": 1, to "Day_Time_Spawn_Amount": 14, "Night_Time_Spawn_Amount": 14, Suicide timer only affects npcs spawned outside of normal population, such as '/botspawn toplayer' calls or airdrop npcs. It's there because without population control for those types nothing is limiting their numbers. Take a low pop server with frequent airdrops, for example...all of a sudden you've a thousand npcs lagging around.
  19. Hey, Thanks for the clarification. Yeah, it's been on the to-do list for quite a while but I never got around to it. I'll make it priority for the next update.
  20. Hi, Sounds like a 1.5x server but no matter - I never tried to implement any gather multiplier tracking for a few reasons. The main one, though, is that the number's basically meaningless anyway other than as a relative stat - X player gathered more than Y player. If it was broken up into specific materials like X wood, Y stone, etc, I think it'd be worth incorporating multipliers but even then it'd probably still be tricky to do as there's any number of multiplier plugins out there.
  21. Case solved - user had a json issue. Will prevent plugin from loading with corrupt json in future versions. Thanks @Daniel Rasmussen.
  22. Steenamaroo

    New Monuments

    lol. All good. Nice to know that's working ^.
  23. Mind letting me know if that sorts it? PlayerRanks.cs
  24. Hi, I'm not really sure what could cause that. PermissionsManager just queries the existing oxide permissions system and presents that information to you in UI, so it should be giving the same results as using the console show commands.
  25. Oh, wow. I guess something bad changed in the last update? I'll look into this. Thanks @Daniel Rasmussen

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