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Everything posted by Steenamaroo
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Hi, For cases where the user has multiple multiplier permissions, the plugin does check through them all and just pick the highest one. It does, however apply all categories of multiplier so if, for example, some action is subject to Permission multiplier of 2 Distance multiplier of 3 Weapon multiplier of 4 the total multiplier would be 24. In your given example the permissions component of the player's reward multiplier would be 2, not 8. I did get a request to make multipliers add together rather than multiply. This will be in the next version and, if enabled for my example, would result in a total multiplier of 9 instead of 24.
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Hi, I've had this requested a few times so it is on the list, but the obvious way of doing it is quite expensive so I'd like to find a more performant way if possible. Leave it with me, and thanks for the suggestion. ðŸ‘
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Hi, If you're recycling the same map you can set `Disable_Non_Parented_Custom_Profiles_After_Wipe` to false. That way the custom profiles will remain AutoSpawn: true after your wipes.
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HI, Permissions Manager doesn't facilitate this but the console command for it is oxide.group add GroupName
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Hi, There hasn't been an update since November so, no, nothing's changed recently. Is this a different map? Maybe there just isn't navmesh in that particular area. There is, and always was, a water level check, though, to prevent the npcs spawning in, or navigating into, water. Maybe I can experiment with the threshold slightly to allow them to spawn+navigate in very shallow water.
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Yeah, looks like that's the one. The developer could keep a record of IDs of entities they have handled and just return if an entity's ID is already in that list, to prevent the code running multiple times for fast-paced multiple damage (like buckshot), or they could check if barrel is null or destroyed before running their .Kill code and only call OnEntityDeath hook in cases where it's not null or destroyed. Or, as you said, you can just remove it. 😂
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Hi, Sounds like you've got notifications disabled for activity. This is a per-player preference. You can change your preferences in the Rust Rewards UI.
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Hi, Someone else reported this recently but, unfortunately, I can't seem to find that now. Their problem was cause by some other plugin which was modifying how barrels get destroyed. I think, maybe, it was a plugin that makes them break with one hit, or something like that.
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Let's hope they don't include an npc spawner then. I think Raul's fixing it in Carbon now.
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Inaccurate distance for pvp ro pve shootings
Steenamaroo replied to Unkown's Support Request in Support
Can't really say for sure, as I don't know what you're using to push stats to discord. When you attack someone and they become wounded and then die, PlayerRanks records the distance based on where you were when you wounded the player, not where you were when they died. That's one potential reason, if your other plugin doesn't do that. -
Ah, ok. If you're spawning this in I'd say almost certainly the npcs won't be able to navigate it, because navmesh is baked during the server startup and, as far as I know, is never updated. The best you could do is place some static npcs in strategic points with stationary: true. If you were adding these prefabs to a map that you're creating in RE then they'd probably work fine, but it'd need tested to confirm unless someone else happens to know.
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@ViktorvillWhat Pookins said. The day and night amounts should be 100% accurate after a brief period of adjustment. It should spawn/kill npcs as needed, starting at the change of day/night, at a rate of around one every 10 seconds or so. I suppose if your day or night period is adjusted to be quite short, and the difference between day/night npc amounts is quite large, it's possible the numbers would never balance up properly. Let me know your circumstances and I'll take a look if needed. ðŸ‘
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@Sam I am I'm not sure - I couldn't get a reply from Raul about it. I guess maybe post in carbon discord? You can ignore the open connection message. It's not a problem. ðŸ‘
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- 424 comments
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- #statistics
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Hi @COSMO If the title for that category is blank, or there are no stats recorded against that category, the group won't be created. Could either of those be the case? PlayerRanks relies 100% upon local data file. SQL is completely optional and enabling it/disabling it has no impact on the functionality or workings of the plugin.
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- #statistics
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It'll only ever change to false for custom profiles which don't use the Parent_Monument option, because if you change maps those custom profiles will no longer make sense and you'll have npcs in strange places, or failing to spawn. If you're recycling the same map and want to disable that feature (keep Autospawn true), you can set Disable_Non_Parented_Custom_Profiles_After_Wipe to false in the global config page.
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Hi, Looks like you've made a mistake when editing the default profiles data file. The error message is pointing you towards 'AutoSpawn' for the Dome profile. Check that area to make sure you're not missing a comma or quotation mark, or that you haven't used capitals like True or False. These should be lower case.
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- 424 comments
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- #statistics
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You take a look, @Raul-Sorin Sorban Sounds like maybe plugins.GetAll() or permission.GetPermissions() isn't returning what it should?