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Steenamaroo

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Everything posted by Steenamaroo

  1. @TomNXTI'll look into why deleting one players stats might lag out for a while. Thanks for reporting that!
  2. @The Friendly Chap- What you're describing exists - I think it would solve @TomNXT's problem. There's a config option called lastLoginLimit which you can set to a number of days - If any given player does not join the server for that number of days, their stats will be automatically wiped out. The full list of stats are in the plugin description page here. There's no facility for users to add new statistics for the plugin. There are quite a few changes that need to be made in the code to add a new category, and also the UI is at capacity so the layout would need to be changed too. I was never super keen on adding support for third party plugins. I made a few excepts for the currencies and clans but I try to avoid it.
  3. I understand your point but I'm not sure that's the solution. If someone were to join your server and play properly and achieve 10 + 0 k/d, they'd be deprived of the statistic unfairly. Maybe a better approach would be to use the feature that automatically removes a player's stats if they haven't joined in X days?
  4. Hi, Yes. I've added a true/false in config - GlobalTitleBroadcast - True is default. If you set it to false, only the player who took the title will be notified. That will be in the next update. Thanks for the suggestion! There's no option to add text to the chat stats broadcast right now, but I'll take a look into that.
  5. Makes sense. You know they can use weapon flashlights too? Just checking.
  6. Hi, If you set "allowChristmas": true, at the top of your loottable, it will then contain all the christmas items including xmas.lightstring and xmas.lightstring.advanced. When you make the change you'll need to reload CustomLoot so that it update the loot table json file.
  7. Title priority has now been added, as has FishCaught. These will both be in the next update. Thanks for these suggestions folks - Sorry it's been a bit quite in here for a while.
  8. @Rockefeller- I'll take a look into that soon, along with fish caught and plants gathered. @youronlylight
  9. @406_Gromit- Thanks again for reporting this. I've found the issue and it is fixed for the next update.
  10. @Sveervoox- Hi, are you using Mevent Kits? I identified an issue with this combination yesterday, thanks to reports from another user. Hoping Mevent will be willing to make a small change to rectify this soon. I'll reply back here as soon as I know more, if that is the case. @highmark9090- Thanks for the kind words. I'm glad you're enjoying the plugin. I'll take a look and see what would be involved in adding some more values to the spawnpoint overrides system. @406_Gromit- The miner's hat should work without any additional mods. I'll take a look today and find out what has changed. Thanks for letting me know!
  11. Hi, The changes would need to be made in UI, or when the plugin is unloaded. If you manually edit the config file while the plugin is loaded, your changes will be overwritten.
  12. @Jbird- Feel free to DM me in discord about this. Maybe we can figure it out faster. Would it be possible for you to fire up a clone of your server for testing, so you're free to unload things without worrying about your pop? I could send you a copy with some debug to trace how far the code is getting and, maybe, find out why it's stopping.
  13. Oh? Ok. I didn't think I needed to test that...it was pretty simple. I'll get back to you with a tested copy. Edit : Update sent.
  14. That plugin is free and has MIT license so there's no issue with making modifications to it. I'll DM you a copy now that should spare BotReSpawn npcs.
  15. Ah, I see. There's another approach - I have a free plugin called NPCKits which you can use to kit out, and adjust the health for, vanilla npcs by location. It's not what you asked for, but I think a lot of people use it to make the vanilla npcs blend in with nearby BotReSpawn ones. Alternatively if the plugin you have that's killing off default npcs is free / has permission for modifications, I can make it ignore BotReSpawn npcs for you.
  16. Hi @damnpixel- to what end? The behaviour is custom and unique to the plugin so really using a different prefab would just change health and/or inventory, both of which can be customised already. @Yastreb - Custom loot isn't straight forward, If I'm honest. I'll DM you and talk you through it. @Tabmorine - No problem. Don't hesitate to ask if you need to know anything.
  17. By default BotReSpawn doesn't apply any kit so what you get is a default scientist with hazmat suit and LR300 or mp5, as far as I know. What you'd want to do is set Keep_Default_Loadout for your profiles to false, then create a kit, with Kits.cs plugin, which contains the clothing and weapons you'd like the npcs to have, then select that kit for the profile in BotReSpawn UI. The kit you make could contain the hazmat suit for regular scientist appearance, but also whatever weapons you like.
  18. Hi, Rust_Loot_Source option and CustomLoot plugin are two unrelated things. Rust_Loot_Source allows you to choose a loot profile out of the ones that exist in the game. If you selected an oil barrel from that list, then your npcs will have the same loot as an oil barrel would, for example. You could make high-tier npcs have the same loot profile as a hackable locked crate...That kind of thing. CustomLoot is totally separate - It can replace the loot in all kinds of npcs/crates/barrels, including BotReSpawn npcs, but you have to make up the loottables for it yourself. There are no settings in BotReSpawn relating to CustomLoot - If you choose to use CustomLoot to give these npcs customised loot, all the work is done at the CustomLoot end. Let me know if you need any more detailed info on how to do that.
  19. Thanks Mals. I've attached a second one since then. It's looking good!
  20. That's great. Thanks again for all the info. I'll give it a full run through with exporting/importing tomorrow, before updating, but I think it should be good! Hope CF server doesn't catch fire with a PermissionsManager update.
  21. NIce! Thanks for checking and confirming @Zoreeno Much appreciated. Hopefully groups aren't messed up too.
  22. @Zoreeno - Actually, this might work. If it doesn't I'll just leave it until tomorrow when I'm on the test server. ** EDIT ** For anyone looking for a quick fix, this seems to do it. ** I'll update publicly after testing properly tomorrow. PermissionsManager.cs
  23. Ok, I'll get a look at this tomorrow and get it tidied up. Thanks for that!
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