Jump to content

Stormo

Creator
  • Posts

    330
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Stormo

  1. Stormo

    Vanish

    One more question: Is it possible to fix it so that it permanently records who deposits and who withdraws items, not just the items you personally deposit? Also, could you add a history log for quarries and pump jacks?
  2. Hello, is there any way to fix an issue where, if a player dies in mid-air, their loot would fall to the ground or at least be moved to the nearest ceiling, foundation, or valid surface? Right now, there are situations where the loot simply remains floating in the sky. For example, when a player is flying a minicopter and gets hit by SAM site missiles, both the player and the helicopter are destroyed, but the backpack, player loot, and helicopter loot can end up suspended in the air above the map. If there is any way to fix this behavior, it would be greatly appreciated.
  3. Stormo

    Vanish

    thx
  4. Stormo

    Vanish

    Hello, would it be possible to add a feature that allows admins to view the history when opening a box while in vanish mode? Right now, if the box is protected with a code lock, the History button does not appear until you authorize yourself on the lock.
  5. Stormo

    Roaming NPCs

    thx
  6. Stormo

    Roaming NPCs

    I would like to purchase this wonderful plugin. Could you please tell me if there will be a sale or discount available in the near future?
  7. Stormo

    Roaming NPCs

    1
  8. Thank you, I'm happy to hear that.
  9. Hi, I just wanted to check if there are any updates regarding my inquiry.
  10. You don't need to rush. Just send me a private message, and I'll run the sale again.
  11. Thanks for the great review! That was actually the idea from the start: to provide a solid foundation that server owners could customize to fit their own server's needs. When I first started dealing with loot configuration myself, I would have much rather bought something ready-made than spent hours figuring out what items should go where. We're going to run a sale again soon!
  12. Hello, I have a question regarding Heli Signals. I looked through the available tickets but couldn't find an answer to this, although it may have already been discussed before. Is there a way to have the reward loot that currently goes into a crate or hackable crate be given directly to the player's inventory when the helicopter is destroyed, without requiring the player to loot a container? I use multiple helicopter profiles with custom items and SkinIDs, so having rewards delivered directly to the player's inventory would be very convenient. If direct inventory rewards are not currently possible, would it be possible to add support for executing console commands when a helicopter is destroyed? Ideally, this could be configured separately for each helicopter profile. For example, after a specific helicopter profile is destroyed, a custom console command could be executed to reward the player. Thank you for your time and for creating such a great plugin.
  13. My players have learned what I believe is an exploit for killing Bradley. They place a large number of C4 charges on the road near the control panel, and when Bradley drives by, they detonate all the C4 at once. This allows them to almost kill him instantly, or even kill him outright if Bradley has reduced health. Is there any way to prevent or work around this? I'm not sure if anyone has already asked you about this before, or if there is already a solution to this problem.
  14. Stormo

    Could you help me?

    thx
  15. Stormo

    Could you help me?

    How can I fix it so that weapons and clothing don't lose durability during Raid Bases? It works correctly in all other events, but for some reason it doesn't work in Raid Bases. Could you help me with this? using System.Collections.Generic; using Oxide.Core; namespace Oxide.Plugins { [Info("NeverWear", "k1lly0u / rostov114", "0.2.0")] class NeverWear : RustPlugin { #region Configuration private Configuration _config; public class Configuration { public bool useWeapons = false; public bool useTools = true; public bool useAttire = false; public bool useWhiteList = false; public List<string> WhitelistedItems = new List<string>(); public bool useBlackList = false; public List<string> BlacklistedItems = new List<string>(); } protected override void LoadConfig() { base.LoadConfig(); try { _config = Config.ReadObject<Configuration>(); SaveConfig(); } catch { PrintError("Error reading config, please check!"); Unsubscribe(nameof(OnLoseCondition)); } } protected override void LoadDefaultConfig() { _config = new Configuration() { useWeapons = false, useTools = true, useAttire = false, useWhiteList = false, WhitelistedItems = new List<string>() { "hatchet", "pickaxe", "rifle.bolt", "rifle.ak" }, useBlackList = false, BlacklistedItems = new List<string>() { "pickaxe", "hatchet#65535", } }; SaveConfig(); } protected override void SaveConfig() { Config.WriteObject(_config); } #endregion #region Oxide Hooks private void Loaded() { permission.RegisterPermission("neverwear.use", this); permission.RegisterPermission("neverwear.attire", this); permission.RegisterPermission("neverwear.weapons", this); permission.RegisterPermission("neverwear.tools", this); } private void OnLoseCondition(Item item, ref float amount) { if (item == null || !item.hasCondition || item.info == null) return; if (_config.useBlackList && (_config.BlacklistedItems.Contains($"{item.info.shortname}#{item.skin}") || _config.BlacklistedItems.Contains(item.info.shortname))) return; BasePlayer player = GetPlayer(item); if (player == null) return; if ((_config.useWhiteList && (_config.WhitelistedItems.Contains($"{item.info.shortname}#{item.skin}") || _config.WhitelistedItems.Contains(item.info.shortname)) && HasPerm(player, "neverwear.use")) || (item.info.category == ItemCategory.Weapon && _config.useWeapons && HasPerm(player, "neverwear.weapons")) || (item.info.category == ItemCategory.Attire && _config.useAttire && HasPerm(player, "neverwear.attire")) || (item.info.category == ItemCategory.Tool && _config.useTools && HasPerm(player, "neverwear.tools"))) { object result = Interface.CallHook("OnNeverWear", item, amount); amount = (result is float) ? (float)result : 0f; } } #endregion #region Helpers public bool HasPerm(BasePlayer player, string perm) { return permission.UserHasPermission(player.UserIDString, perm); } public BasePlayer GetPlayer(Item item) { BasePlayer player = item.GetOwnerPlayer(); if (player == null) { if (!item.info.shortname.Contains("mod")) return null; player = item?.GetRootContainer()?.GetOwnerPlayer(); } return (player == null || string.IsNullOrEmpty(player.UserIDString)) ? null : player; } #endregion } }
  16. Stormo

    August Update

    I wanted to ask when the update for the August patch with Heavy Fuse will be released.
  17. Stormo

    August Update

    I wanted to ask when the update for the August patch with Heavy Fuse will be released.
  18. Replace line 403 in the code: Puts(efficiency); with: Puts(efficiency.ToString()); This should allow the plugin to compile and work correctly until the developer provides an official fix.
  19. Створення відповіді Copilot said: I'd like to ask if it's possible to create a global cooldown for all players. For example, if one player crafts a specific item, could that item then go on cooldown for everyone on the server for, say, one hour before anyone can craft it again? Is something like this possible to implement?
  20. Hello, First of all, thank you again for such a great plugin. I have a question regarding custom weapons. When I create a custom weapon and assign a SkinID to it, the skin is displayed correctly in the inventory and on the hotbar. It is also displayed correctly when the item is dropped on the ground. However, when I hold the weapon in my hands, it appears as the default item model without the skin. Do you know if this is a bug, or is there some way to fix it? Thank you!
  21. Thanks for asking, because I had actually forgotten about it myself. In any case, if you don't replace: if (data.ContainsKey(player.UserIDString) && data[player.UserIDString].favoriteItems.Count != 0) data[player.UserIDString].lastSeenTime = DateTime.Now.ToString("d", CultureInfo.InvariantCulture); else data.Remove(player.UserIDString); with: if (data.ContainsKey(player.UserIDString)) { UserData userData = data[player.UserIDString]; if (userData.favoriteItems.Count != 0 || userData.cooldownItems.Count != 0 || userData.dlcUnlocked) { userData.lastSeenTime = DateTime.Now.ToString("d", CultureInfo.InvariantCulture); } else { data.Remove(player.UserIDString); } } cooldown data won't be saved properly.
  22. Sorry, I only just realized that you'd already released an update. Everything seems to be working now. Thank you!
  23. I fixed it using this.
  24. I had the same issue — there was no loot on the NPCs either. However, if you wait a bit and open the corpse several times, a loot bag eventually appears with the loot inside.
  25. Stormo

    Question

    Would there be plans to add integrations for Bosses, Raid Bases, Event Manager events, NPC events, and custom events from other plugins, so they can be configured and added as separate objective targets?

About Us

Codefling is the largest marketplace for plugins, maps, tools, and more, making it easy for customers to discover new content and for creators to monetize their work.

Downloads
3m
Total downloads
Customers
12k
Customers served
Files Sold
170.7k
Total sales
Payments
3.7m
Processed total
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.