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Everything posted by Mortis
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- 307 comments
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- #bradley
- #bradleyapc
- (and 14 more)
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Is it me, or is the giveXP command not working, or is the command changed? Have XP bundels in my Mevent shop, but it does not seem to give anything anymore when buying a bundle...
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- 1,595 comments
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- #leveling
- #progression
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The plugin does not compile after april's update Error while compiling PunishAttacker: The type or namespace name 'UiFramework' does not exist in the namespace 'Oxide.Ext' (are you missing an assembly reference?) | Line: 10, Pos: 17
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Get compiling error: Error while compiling F15CrashEvent: 'BasePlayer' does not contain a definition for 'fallingVelocity' and no accessible extension method 'fallingVelocity' accepting a first argument of type 'BasePlayer' could be found (are you missing a using directive or an assembly reference?) | Line: 780, Pos: 17
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So I am wondering if it is possible to use custom items as items that should be collected. I see that the plugion can give custom item rewards (with the skinID) but I dont see it for the items collected. In the editor i see: Target: specify ShortName, SkinID, or select using the button next to it. But I don't know how to use it. Do I use the shortname plus skinID, or only the SkinID? The server gives weed-flowers with about 5% of alle the hemp plants when picked up. I have a quest where you need to harvest 100 hempflowers (shortname: sticks SkinID: 3599034897) where it gives a reward 2 refined gold bars (custom item). "QuestID": 48108, "QuestDisplayName": "The supply of weed flowers is depleted", "QuestDisplayNameMultiLanguage": "", "QuestDescription": "People love their weed—it helps them forget their troubles… and apparently everything else too. Unfortunately, the stock has run out, and now everyone remembers their problems again.\n\nThat’s where you come in.\n\nCollect 100 hemp flowers and bring them to me before the entire city loses its mind.\n\nDo that, and I’ll reward you generously… and maybe restore some peace and quiet around here.", "QuestDescriptionMultiLanguage": "", "QuestMissions": "Grow 100 of hemp plants and hand them over to me", "QuestMissionsMultiLanguage": "", "QuestPermission": "", "QuestType": 16, "Target": "sticks, 3599034897", "IsReturnItemsRequired": true, "IsMultiLanguage": false, "ActionCount": 1, "IsRepeatable": false, "Cooldown": 0, "PrizeList": [ { "PrizeName": "", "PrizeType": 2, "ItemShortName": "metal.refined", "ItemAmount": 2, "CustomItemName": "Refined Gold", "ItemSkinID": 3651922720, "PrizeCommand": "", "CommandImageUrl": "", "IsHidden": false } ] } Is it possible to make that happen?
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plugin does not load and the following message is in the log: Error while compiling ATMSystem: 'Pool' does not contain a definition for 'GetList' | Line: 271, Pos: 40 Just letting you know..
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Yeah, figured it out. I put the custom item in the loot crates, i like the visual part of it, openin gup a crate and seeing it, it adds to the excitement i think. But I'm sure I have some other uses for it in the future! thanks!
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The issue wasn't the "economics not found", I dont use economics for BradleyDrop but a custom 'cash' item in the loottable i've put in with LootTable & Stacksize manager. The Scrap issue was a skinID for scrap that was placed in the BradleyDrop config that was set to 123456789. Don't know if I'd put it there as a placeholder or not, but it was giving the Scrap with the skinID loading arrows in the icon, which would not load because obvious reasons. Sometimes when you own multiple servers, it all gets a bit confusing i guess Still great plugins that people really enjoy on my server!
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I think I have found the problem. You can delete this post.. Sorry..
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12/02 15:24:08 | [Bradley Drops] ====== Harmony Patching Begin ====== 12/02 15:24:08 | [Bradley Drops] INFO: ✓ Patched: BradleyAPC.DoWeaponAiming 12/02 15:24:08 | [Bradley Drops] INFO: ✓ Patched: BradleyAPC.DoWeapons 12/02 15:24:08 | [Bradley Drops] INFO: ✓ Patched: CH47HelicopterAIController.CalculateDesiredAltitude 12/02 15:24:08 | [Bradley Drops] INFO: ✓ Patched: HackableLockedCrate.RefreshDecay 12/02 15:24:08 | [Bradley Drops] INFO: Successfully applied 4 Harmony patches! 12/02 15:24:08 | [Bradley Drops] ====== Harmony Patching Complete ====== 12/02 15:24:08 | [Bradley Drops] economics not found, giving/spending reward points is not possible until loaded. 12/02 15:24:08 | Loaded plugin Bradley Drops v1.3.5 by ZEODE The plugin loads and works, except for the reward thing. It seems that the plugin does not see the economics plugin. I have restarted both plugins in different order and still it doesn't seem to think the economics plugin isn't loaded. According to players, the seem to be gifted rewards in the form of scrap they can use as scrap AND also as economics 'cash' and the icon is loading a skin that doesn't seem to to appear.. The reward settings are as follow: "Reward Options": { "Rewards Plugin (ServerRewards | Economics)": "economics", "Currency Unit Displayed e.g: RP | $": "Cash", "Enable Rewards": true, "Share Reward Between Players Above Damage Threshold": false, "Plugin to Use For Awarding XP (SkillTree | XPerience)": "SkillTree", "Enable XP Reward": true, "Share XP Between Players Above Damage Threshold": false, "Award XP Including Players Existing Boosts": false, "Enable Scrap Reward": false, "Share Scrap Between Players Above Damage Threshold": false, "Enable Custom Reward Currency": false, "Share Custom Reward Between Players Above Damage Threshold": false, "Custom Reward Currency Item": { "ShortName": "item.shortname", "SkinID": 0, "Custom Display Name (leave blank unless creating custom items)": "" }, "Rewards multipliers by permission": { "bradleydrops.examplevip1": 1.25, "bradleydrops.examplevip2": 1.5, "bradleydrops.examplevip3": 1.75 } Am I just not seeing it? I use the same settings in HeliSignals... BTW, great plugins that players really enjoy. Keep up the good work
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I have no problems after the change.
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- 178 comments
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- #monuments lock
- #lock monument
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(and 3 more)
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I have kinda the same null issue. I've pasted the two lines and I'll also keep a watch on it.
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Sorry for the late response. Did some testing and it seems to be kinda fine now. Don't know why.. So yeah, must have been a hickup or soemthing..
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BetterNpc.zip Hey, thanks. Here are the requested files. As for the world seed, it is a custom (1500K) map (onegrid) https://rustmaps.com/map/cf3562bb933044c6ba39aa6f6c922706?embed=d_c Hope it helps.
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First of all, love the plugin! I run a small one-grid (1500K) server. I've run into a little issue, and I don't even know the issue is even related to betterNPC, but know that after restarting BetterNPC plugin the issue resolves. The issue is that it seems that once Cargo ships spawns the server spawns two sets of NPC's. One on the ship and one seemingly random on the map. It does not spawn all cargo NPC double, just the ones on the upper outside deck located at the rear of the ship. Once it spawned the NPC's double on the ship itself, but often is spawns it randomly on the map and the NPC's are floating in formation and sometimes i think it just don't spawn the double set. Thing is, the custom NPC spawns for cargoship is disabled in the config.. If I notice the NPC's, I restart BetterNPC and the "extra" NPC's are removed so i guess its related. I don't really know what to do and maybe you have some ideas.. Hope you can help.
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No problems so far except for one little thing. Every-time I log on and open the shop, it states "Sorry, there are currently no items available". If I close the shop, and open it again, the shop is back to what it was with the items. After logging off and on again, the same issue as mentioned. No biggie, but maybe take a look at?
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So I have made an admin shop for the admin to get some custom things to use for their admin jobs like configuration vending machines etc. The shop was for a short time no hidden to the public, and some players managed to favorite the some o the items. No biggie when you hide the shop again right? Turn out, the favorite items form the hidden shop are still available via the favorites. Not really a big problem in my case, but maybe a problem if players favorite items from shops that were available and are now hidden for configuration purposes. Maybe a good idea to make it that when a category in the shop[ is hidden, the items from that shop are also hidden, or unavailable, in the favorite section. Keep up the good work!
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- #monument
- #monuments
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Hey i've installed the monumet into my map, and everything is fine exept for the pit. Seems that the map is letting the seawater in the pit, making a extra layer over water. I have looked at the settings in RustEdit to see if maybe there is a topology i missed that would cut throught the sea layer, but cannot find any solutuoin to this. Maybe you have an idea? I have incuded a picture:
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So, I run a PVE server, and every NPC have holds a ID card that the player can sell for money in the shop. Easy NPC's get id cards that are less valuable than the ID cards harder NPC's hold. in the config the NPC holds loot and it will pick an item from the lootpool depending how many items the config states. Since the ID card should always spawn in the loot and it can pick from multiple id cards, i cannot place the ID cards in the excisting lootpool, but it needs to have a separate lootpool. Since I am not that great with config files in general when it comes to 'adding' code to it, I have tried following my own logic and I came up with this: { "Preset Name": "biker_spas12_easy", "Name": "Hunter", "Health": 125.0, "Kit": "", "Wear items": [ { "ShortName": "hoodie", "skinID (0 - default)": 961066582 }, { "ShortName": "pants", "skinID (0 - default)": 961084105 }, { "ShortName": "shoes.boots", "skinID (0 - default)": 961096730 }, { "ShortName": "burlap.gloves", "skinID (0 - default)": 961103399 }, { "ShortName": "hat.beenie", "skinID (0 - default)": 594202145 } ], "Belt items": [ { "ShortName": "shotgun.spas12", "Amount": 1, "skinID (0 - default)": 0, "Mods": [ "weapon.mod.flashlight" ], "Ammo": "" } ], "Speed": 5.0, "Roam Range": 10.0, "Chase Range": 110.0, "Attack Range Multiplier": 1.0, "Sense Range": 60.0, "Memory duration [sec.]": 10.0, "Scale damage": 0.8, "Aim Cone Scale": 1.0, "Detect the target only in the NPC's viewing vision cone?": false, "Vision Cone": 135.0, "Turret damage scale": 1.0, "Disable radio effects? [true/false]": false, "Should remove the corpse?": true, "Own loot table": { "Allow the AlphaLoot plugin to spawn items in this crate": false, "The name of the loot preset for AlphaLoot": "", "Allow the CustomLoot plugin to spawn items in this crate": false, "Allow the Loot Table Stacksize GUI plugin to spawn items in this crate": false, "Clear the standard content of the crate": true, "Setting up loot from the loot table": { "Enable spawn loot from prefabs": false, "List of prefabs (one is randomly selected)": [ { "Prefab displayName": "assets/bundled/prefabs/radtown/underwater_labs/crate_food_1.prefab", "Minimum Loot multiplier": 1, "Maximum Loot multiplier": 1 } ] }, "Enable spawn of items from the list": true, "Minimum numbers of items": 2, "Maximum numbers of items": 4, "List of items": [ { "ShortName": "ammo.shotgun", "Minimum": 15, "Maximum": 30, "Chance [0.0-100.0]": 5.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Name (empty - default)": "", "List of genomes": [] }, { "ShortName": "ammo.shotgun.slug", "Minimum": 15, "Maximum": 30, "Chance [0.0-100.0]": 5.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Name (empty - default)": "", "List of genomes": [] }, { "ShortName": "ammo.rifle", "Minimum": 60, "Maximum": 80, "Chance [0.0-100.0]": 5.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Name (empty - default)": "", "List of genomes": [] }, { "ShortName": "ammo.pistol.fire", "Minimum": 60, "Maximum": 80, "Chance [0.0-100.0]": 5.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Name (empty - default)": "", "List of genomes": [] }, { "ShortName": "ammo.pistol", "Minimum": 60, "Maximum": 80, "Chance [0.0-100.0]": 5.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Name (empty - default)": "", "List of genomes": [] }, { "ShortName": "ammo.shotgun.fire", "Minimum": 15, "Maximum": 30, "Chance [0.0-100.0]": 5.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Name (empty - default)": "", "List of genomes": [] } }, "Enable spawn of items from the list": true, "Minimum numbers of items": 1, "Maximum numbers of items": 1, "List of items": [ { "ShortName": "greenidtag", "Minimum": 1, "Maximum": 1, "Chance [0.0-100.0]": 50.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Name (empty - default)": "" }, { "ShortName": "lavenderidtag", "Minimum": 1, "Maximum": 1, "Chance [0.0-100.0]": 50.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Name (empty - default)": "" }, { "ShortName": "grayidtag", "Minimum": 1, "Maximum": 1, "Chance [0.0-100.0]": 50.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Name (empty - default)": "" }, { "ShortName": "blueidtag", "Minimum": 1, "Maximum": 1, "Chance [0.0-100.0]": 50.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Name (empty - default)": "" } ] } }, It doesn't sit well with the plugin, :D, so i guess my question is what is wrong with it? I've also included the complete config file for reference. Thanks. Convoyeditted with idcards.json