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Steenamaroo

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Everything posted by Steenamaroo

  1. Hi @XianSeho If you place custom spawnpoints underground they certainly work, and I made it that events taking place underground (like hacked crates) should look for spawnpoints where the crate was hacked...I.E. underground. I *think* I recently made it that any profile created underground should be able to look for random spawnpoints underground too but I'd have to check to make sure.
  2. Thank you! I didn't realise that was a thing. I'll take a look and see what I can do.
  3. Almost - There's a 'toplayer' command. You can either use console to do /botrespawn toplayer "Profile Name" PlayerName or use the button in the UI, on some profile's page. If using the console command profile name must be 100% accurate, but player name can be partial.
  4. Just looking at the description again, his example config has a section called "Send In Npc BackUp Settings" and it has an option called ""Loot From CustomLoot Profile Name": [], so it looks like maybe the plugin already supports CustomLoot for its npcs' loot.
  5. CustomLoot won't be aware of (have a specific profile for) the npcs from that plugin. You can see the recognised npc types in CustomLoot page - In terms of npcs from specific plugins it only recognises BotReSpawn + Zombiehorde. I can see from the JetEvent page that Razor supports CustomLoot for the heli_crates from JetEvent, though. Maybe he'd be willing to add the same for its npcs too?
  6. Hi @Thunderchile You can use CustomLoot for specific containers/barrels/corpses without altering the rest. If, for example, you wanted to use CustomLoot exclusively for BotReSpawn npcs and leave all your other containers and corpses alone, you could.
  7. Steenamaroo

    SQL use

    Hi @ZEODE I think I covered it pretty well a few posts back? Go in to the /perms data menu and you'll see the options there. You have the option to save permissions, or groups, or both, to SQL, and the option to load the same from SQL. Nothing about it is automated - You'd have to go in to the /perms data menu and tell it to save, or load. Note if you're loading perms/groups from a backup, it doesn't wipe the server's existing groups + perms clean. It just creates groups that exist in the backup and grants them the permissions from the backup, and/or grants permissions to players from the backup,
  8. Hi, Sounds like you're making your changes with the admin UI open in game. When that UI closes (as it would on unload/reload) it saves whatever is in memory to config file, so that any changes you made in UI get committed to file. If you make sure you close out of the UI before reloading the plugin there shouldn't be a problem.
  9. Hey, Not sure what could be causing that but I'll have a dig. The decision to issue/swap titles doesn't even reference the main data collection - Instead I maintain a separate collection just for title holders, Category / Name/Score. so every time someone gets a PVPKill, for example, it checks that person's total against the current PVPKills title holder's score, and if it's higher it updates the title holders' record and does the change title code. I guess something must be wrong if that's the behaviour you're seeing, but I can't spot it...at least not yet.
  10. Steenamaroo

    SQL use

    My pleasure. Let me know if you run in to any trouble.
  11. Steenamaroo

    SQL use

    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.
  12. Steenamaroo

    !pop is not working

    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.
  13. Steenamaroo

    !pop is not working

    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" } ] }
  14. Steenamaroo

    !pop is not working

    @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.
  15. Steenamaroo

    !pop is not working

    @LorenzoZGX- Could you take a look at this, please? Looks like the example configuration in documentation is blank.
  16. Good to know! Thanks for updating.
  17. 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?
  18. Steenamaroo

    Crafting Counts Bug

    Hi, Thanks for flagging that. Can't believe no one has noticed until now! I'll change it for the next update.
  19. Hi, I'll have a look and see if that's something I could work in. Thanks for the suggestion.
  20. Thanks for letting me know. That makes sense - The biome profile's locations are meaningless. Pretty sure they're 0,0,0, so I'll remove the marker options from those profiles.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. Hi, Sort of, yes. If you specify a list of skins for some item then one skin is chosen randomly from that list, so you could put the desired skin in once and put "0" in 9 times. That would result in the desired skin being chosen approx 10% of the time.
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