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Everything posted by Steenamaroo
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Changed Fixed In to 1.0.5
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Changed Status from Pending to Closed
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HeavyScientist conflicts with paratroopers
Steenamaroo replied to snetzer's Support Request in Support
Changed Status from Pending to Closed -
Oil Rig Scientists don't use their weapons
Steenamaroo replied to Maya Sizichi's Support Request in Support
Changed Status from Pending to Closed -
Hi, If you view the page for one of your prefabs or monuments you should see 'Edit Details'. Click that and, scrolling down a little bit, you should see selections for free/paid, with a box to change price. You should be able to select 'Free' then scroll to the bottom and save.
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Version 1.0.5
86 downloads
Spawn floating, rotating, collectable items. Includes instant-autoheal option for meds/foods, duration limit option for armour, and optional player UI to notify of heal amount and possession of temporary armour. Perfect addition to fast-paced arena games, but also useful for custom maps or placing health/armour perks around monuments. Permissions arenaitems.admin - allows use of UI and commands. Commands /arenaitems - Opens UI /arenaitems create <data-set-name> - Creates a new data set with your specified name. /arenaitems <data-set-name> add - Adds the item you're holding to the specified data set. *When adding an item, ammo type, attachments, skin, and ammo quantity are all recorded. UI options Buttons are included for : Loading/unloading of complete data sets. Deletion of data sets. Deletion of items. Replacement of items (with current held item) Adjustment of repsawn timer per-item, in seconds. Adjustment of item stack/ammunition amount, where applicable. Quitting the UI automatically reloads all items, applying new settings. Configuration "AutoHeal": true, Toggles between collect or instant use medical items. "AutoHealNotify": true, Notifies of collected item heal amount for 1 second via UI. "ArmourEffectDuration": 10, Select duration of armour perk. 0 means no limit is applied. "ArmourBoostNotify": true, Notifies if player has an armour perk which will expire. "RotateSpeed": 10, Adjust rotation speed of floating items. "FloatHeight": 0.6, Adjust elevation of floating items. "PickupDuplicateWeapons": false, Toggle whether player can pick up more than one of each weapon. "AllowPartialHeal": true, Toggle auto-use of medical items where item heal value exceeds player health defecit. "UiSettings": { "GuiTransparency": 0.9, "ButtonColour": "0.7 0.32 0.17 1" } This site has a handy colour picker, with RGBA decimal output, for CUI colours. Data. Item data is stored in /data/ArenaItems.json. Users should not need to manually edit this file – All options are adjustable via CUI. Notes. Item skins are saved and recalled. Water/fuel weapons work. Amounts are controlled in UI, the same as regular ammo. Ammo types are saved and recalled. (hv, incendiary, etc). Some game items, particularly ammo items, do not have a custom world models and will show as burlap bag. I recommend locating these ammo types close to their weapon spawns for clarity. Item axis have been manually adjusted to look right. If you notice any items which spin on the wrong axis or look out of place, please let me know. Finally, if you're a map-maker you might want to check out this free asset which compliments ArenaItems. Thanks to @Nemesis for creating and sharing.$25.00 -
Oil Rig Scientists don't use their weapons
Steenamaroo replied to Maya Sizichi's Support Request in Support
Ok, that makes sense. There's no need for ammo in the belt slot either; in fact, I think there's no need for ammo at all unless you want it there as loot for players to pick up from corpses. If that's the case just pop it in their main container. -
Update released.
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Hi, What did you set for EnabledMinutes and CoolDownMinutes?
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Oil Rig Scientists don't use their weapons
Steenamaroo replied to Maya Sizichi's Support Request in Support
Hi, I think there are some weapons the Oilrig guys wont use. What weapons are you trying? -
Unable to spawn any bots, Your Help is greatly appreciated.
Steenamaroo replied to pcbnbsfsd's Support Request in Support
True - true -
Unable to spawn any bots, Your Help is greatly appreciated.
Steenamaroo replied to pcbnbsfsd's Support Request in Support
Hi, Are you watching server console or Rcon as you reload? If there was any mistake made in one of the config/data files spawning wouldn't happen, but console would at least throw some error to tell you something's wrong. Also if there was any other issue like no navmesh found, console/rcon should tell you. If there's no error then certainly setting AutoSpawn true and population (day+night) > 0, then reloading BotSpawn, should have spawned npcs. If you enabled biome profiles you'd need to wait a few seconds, or minutes...Longer for more npcs. All other profiles, apart from airdrop, should start spawning instantly. If you're testing with Airfield make sure you didn't do Airdrop by mistake. 'bots.count' console command is useful for proving whether or not npcs have spawned. -
Hi, Sounds like either your download or upload didn't complete. Grab it again but make sure file size is approx 122kb after download, and upload.
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Ooh, that's a new one. Thanks for reporting. Would be helpful to have someone to test - If you're willing give me a ping on Codefling discord, please.
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Hey, I'll have a look. Thanks.
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- 1 review
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Hi, As far as I know Kits are working fine right now. BotSpawn uses the free version from uMod so stick with that. I'd empty your entire inventory and redeem one of the problem kits, so you can be 100% sure it has a valid weapon in the belt. Most likely the kit has been emptied somehow.
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- #spawn
- #modular vehicle
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I see you got sorted on discord. For anyone reading it was a file upload-to-server issue.
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Hey, What was the issue @LaCKoSCN Only reason I can think of for config to revert to defaults is maybe if there was an error in it, like a missing comma or True/False instead of true/false?
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Version 1.0.5
180 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
- 1 review
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- #explosion
- #exploding
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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?
