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Everything posted by Steenamaroo
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I'm sorry, there's not really a lot to go on there. That plugin is a $40 plugin to which I don't have access so I can't really try to recreate the issue or investigate. Send me a copy of a log file from a day when the problem happened. Maybe something will jump out at me. For the image, I posted an alternative link a couple of posts back. If you change the link in your config file to the one I posted that'll solve that problem.
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Hi, Thanks for this. I did some work this week to introduce individual names or, in some cases, names representing groups of various wood dispensers, instead of just 'Tree' and addressed the issue of double rewards. I'll be publishing it soon.
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I don't. It's certainly not meant to do that. Is the import, players or groups, working? Do you see any console errors when attempting?
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- 222 comments
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Hi, It's not based on vanilla tables. Any new loottable that it creates for you gives out nothing at all until you customise what you want from it. However, the plugin does automatically update to include new items in your loot tables. Any new items added to the game should appear in all of your loot tables.
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Hi, Can you private message me a copy of your oxide or full server log for that day please? Thanks.
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Thanks @NooBlet As said there is a UI button to empty the group. For a command solution there's no empty but oxide does have remove + create which would achieve the same thing. oxide.group remove <group> Removes a group oxide.group add <group> <"[Title]"> <rank> Creates a new group. Title and rank are optional depending on the circumstance.
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Good morning. Looks like I misremembered. I added item.name and item.text copying in BotReSpawn, not CustomLoot, so that these custom values aren't lost when BotReSpawn is moving items (really creating new copies) between npc and corpse. When you create a custom item via chat commands in CustomLoot, CustomLoot stores the ItemShortName, to know what to spawn, and creates an entry in your loottable(s) under the custom name you specified. That custom name is applied as item.name. I've now added an ItemText field, which will be applied to item.text in cases where ItemShortName is not empty - I.E. only for custom items. Would you be willing to test this?
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Ha! Don't worry about it. 👠Sure. Shouldn't be a problem. I think I already added it locally but haven't publicly updated yet. I'll send it to you tomorrow to confirm it does what you need, if you want.
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@MelodyZEI'm over here... 👋
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Hope so. ðŸ‘
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@ryan per- Have you updated your client today? I just updated mine and all rubber banding issues from yesterday are gone. Might be coincidence but worth checking.
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I don't know what one you've been using. 😛 Free Kits plugin from uMod is the one that's supported and tested. For any kit to show up in BotReSpawn UI it will need to have some kind of weapon in the belt. They are re-scanned every time you open the UI so if you make changes to kits be sure to close, and open, BotReSpawn UI again afterwards. Reloading BotReSpawn isn't needed.
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V1.3.5 has no such issue - It's caused by specific code that's not in that version, so I think maybe what you're describing is a more general server or performance issue. I had some serious lag and rubber banding on my local test server yesterday, which is new. That's an empty 1800 map with one player and one npc. I'll ask around and see if others are experiencing similar.
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There's no spawn/despawn based on real player distance but you can enable ai_dormant for your server, then set BotReSpawn Allow_Ai_Dormant to true. That way the npcs will cease activity if there are no players within a certain radius.
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I think there's a possibility that a player could get stuck with their metabolism max bleed at 0 if Zone Manager was suddenly unloaded. Not confirmed; I've only glanced at it. It might be worth loading ZoneManager then entering and exiting a NoBleed zone, then testing again. This all assumes you use ZoneManager and have some Zones with NoBleed true. If that's not the case please let me know. Alternatively, or additionally, do you have a test instance where you'd be able to temporarily move all plugins out of the plugins folder except Kits and BotReSpawn, then reboot it, so Kits and BotReSpawn are the only plugins that were ever loaded for that session?