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Steenamaroo

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Everything posted by Steenamaroo

  1. Steenamaroo

    Permissions

    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.
  2. It's already got an activity reward @dan owen.
  3. Seems there was some sort of new bug that I wasn't aware of. Not sure I understand it, or why the fix worked, but V1.0.3 fixes it.
  4. Hi @Smoke Thanks for letting me know. I'll fire it up and take a look now.
  5. Steenamaroo

    Bots and turrets

    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. 👍
  6. 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.
  7. Steenamaroo

    group

    HI, Permissions Manager doesn't facilitate this but the console command for it is oxide.group add GroupName
  8. 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.
  9. Steenamaroo

    shotgun problem?

    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. 😂
  10. Steenamaroo

    Hello

    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.
  11. Steenamaroo

    shotgun problem?

    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.
  12. Let's hope they don't include an npc spawner then. I think Raul's fixing it in Carbon now.
  13. 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.
  14. 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.
  15. I don't think you can although even if you can it'd be better if it was built in to the map, as navmesh wouldn't be baked on anything created after server boot. Appreciate the message! 👍
  16. Ah, I see! Someone else requested the same, or very similar, recently so I'll take a look at that. The existing code for population scaling against server population should make it pretty easy to add.
  17. @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. 👍
  18. Hi, Honestly, I don't know. If you're willing to send me a link to a map that contains this prefab, and coordinates of where it is, I'd be happy to test and confirm.
  19. @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. 👍
  20. 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.
  21. Steenamaroo

    Failed to run

    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.
  22. Steenamaroo

    Failed to run

    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.
  23. Hi @Mortis No problem here for me. The hard coded "pr" chat command was removed some versions ago, in favour of using whatever is specified in the config under chatCommandAliases. Have a look in your config file and make sure "pr" is included there. 👍
  24. You take a look, @Raul-Sorin Sorban Sounds like maybe plugins.GetAll() or permission.GetPermissions() isn't returning what it should?
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