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Everything posted by Steenamaroo
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Hi, There's no automatic live synchronisation I.E. You can't change a permission/group on one server and automatically see that change on other servers, but you can export your permissions, or groups, to local data file or SQL, then import that data in on your other server. It's all handled in the `/perms data` menu in-game. In the case of using local data file you do have to manually move that, like Server A : Save to local file copy /data/PermissionsManager.json to Server B Server B : Load from local file In the case of using SQL you just make sure both servers are connected with the same credentials (in config file) then Server A : Save to SQL Server B : Load from SQL. If you're new to SQL + Rust plugins I'd probably just go with the data file option because less can go wrong. When you do your save to local on the first server, I'd recommend taking a backup of that /data/PermissionsManager.json file. No reason to expect problems but a backup never hurt anyone.
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Ok, It looks like the developer has hardcoded {players} and {queue}, both of which you can use in your config, so you could do { "replyToEveryone": true, "commands": [ { "command": [ "!wipe", "!wipee" ], "commandResponse": "I am a test" }, { "command": [ "!pop" ], "commandResponse": "There are {players} players online." } ] } @LorenzoZGX- This stuff really should be made clear in the description, though. @HYPPERS - Hopefully that gets you up and running. We will be following up with the author on this, though, and removing option to purchase if necessary.
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Seems to work fine here. I suspect maybe you've had a syntax error when making your modifications? I tested default config, to confirm it worked, then tested the following. { "replyToEveryone": true, "commands": [ { "command": [ "!wipe", "!wipee" ], "commandResponse": "I am a test" }, { "command": [ "!nextwipe" ], "commandResponse": "I am a 2 test" }, { "command": [ "!pop" ], "commandResponse": "Test response for !pop" } ] }
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@HYPPERSWhile we wait could you delete the config file for this plugin then reload the plugin please? I can confirm that the plugin does create a default configuration with !wipe, !wipee, and !nextwipe as preconfigured examples.
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@LorenzoZGX- Could you take a look at this, please? Looks like the example configuration in documentation is blank.
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All NPC's drop weapon 100% of time when using this plugin.
Steenamaroo replied to Jayson's Support Request in Support
Good to know! Thanks for updating. -
All NPC's drop weapon 100% of time when using this plugin.
Steenamaroo replied to Jayson's Support Request in Support
Hi @Ghostie Angel Not sure what to tell you beyond what's above. There could be some circumstance or combinations of settings I didn't test but, so far, I haven't been able to replicate this issue. @Jayson - Were you able to solve it on your server? -
Hi, Thanks for flagging that. Can't believe no one has noticed until now! I'll change it for the next update.
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Hi, I'll have a look and see if that's something I could work in. Thanks for the suggestion.
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Setting up different awarded RP tiers for Boss Monster and Better NPC
Steenamaroo replied to Pixavonne's Support Request in Support
Hi, If there's an easy way for me to identify these npcs I can add them as separate categories. If there isn't, I'll modify RustRewards API so the owners of those plugins can cancel my default reward for their npcs and manually issue their own. -
Hi, I do intend to replace the basic marker with the marker with text in the near future, although you should know that the profile markers indicate where the profile is located - Not where any specific npc is located. I'm not sure if the marker options show up for biome profiles or not but, if they do, I should block that because it doesn't really make any sense.
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HI @Indefatigability Make sure your config file RewardCurrency section looks like this "RewardCurrency": { "UseScrap": false, "UseEconomics": false, "UseServerRewards": true }, and also make sure that ServerRewards is installed and compiling correctly. If you're sure about these reload RustRewards and watch the console for any relevant output. If there's an issue with SR or the config it should tell you at that point.
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Yes, that's fine. Basically once you've done /sma export, the plugin will import that saved data again immediately the next time it loads. As long as you don't accidentally load/reload the plugin after using the export command, or wipe the map twice, there shouldn't be a problem, but if you're more comfortable doing the export command then just removing the plugin until you're up and running again, that'll work.
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Grant all what, to whom?
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Not aware of any issues, @Alan Are you seeing some error or is something specific not working?
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Hi, If you do `/sma export` in chat right before you shut your server down before a wipe, it will save sign information into a json file then import it all again the next time the server starts - That should be post-wipe. It has to be perfect order, though - You can't do `/sma export` then reload the plugin or restart the server. Has to be /sma export shutdown (without reloading SignManager) wipe/update server start up fresh server - Import happens automatically.
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I think it's just a rounding thing. I'll get rid of it and you can safely ignore.
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No trouble. Have fun!
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Hi, It sounds like you aren't admin on the server and don't have the BotReSpawn.allowed permission. Either one of these will grant you access to the UI via chat command. The console command for bots.count doesn't require either of these, which is why you're getting a response from it.
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Can the Red [admin] Title prefix be removed or hidden?
Steenamaroo replied to kmgaijin's Support Request in Support
[Player] and [Admin] are from BetterChat, as far as I know. [Lifer] and other statistic specific titles are from PlayerRanks. If you look in your BetterChat.json config file, or the uMod overview, you'll see title settings - "Text": "[Player]", for example. For each entry here you have "Hidden": false, which you can set to "Hidden": true, -
That's OK, at least for now. The only other thing I can think of is that some plugin is calling OnEntityDeath hook multiple times. Since it's exclusive to barrels i'd guess maybe some plugin is overriding the death of the barrel, perhaps to prevent gibs or something, and spawning something else? idk, that's heavily speculative but if you have a test server it'd be worth unloading all plugins then loading RustRewards on its own, and shooting a barrel. If you get 1 point then another plugin's up to something. I could possible add in a buffer by entity ID to prevent multiple separate rewards for the same entity but it would be ideal to get it fixed at the source if I'm right.