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Everything posted by Mortis
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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
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Is it possible to move the little bag icon to the top left. I've searched the config file, but I cant seem to find the settings for it. The Icon sits on top of another icon (PVE icon).
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Nice, i will try and see if I can add the two elements. The workshop items you can find here. Let me know if it doesnt work.. https://steamcommunity.com/id/Mortis8784/myworkshopfiles/?appid=252490
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I love the plugin, and players really seem to be encouraged to farm for stone/metal.sulfur for the gems. I've set it up so that you can trade the gems for money, which you can use in a custom money shop. That a side, Is it possible to add custom items? I would love to add a large gold and silver nugget (like the large stone/metal/sulfur item). Thanks for the plugin Oh btw, I use custom icons which are free to use for anyone, if interested i can give you the like to my workshop page.
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I hav ethe same issue where the container will not respawn after the set amount of time, oven if you have "Force Loot Respawn After Last Attempt" on true, it will not respawn the loot inside if it has been looted.
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Can affirm this. When a player entered the cargo ship at the harbor and the ship is leaving the harbor the monument lock is i think confused. I think the 'lock' is conflicting with the cargo ship lock and the harbor lock. When the ship is leaving the harbor, players can not open crated ore shoot npc's If i remove all locks, the conflict is gone an players can loot and shoot like it suppose to. Maybe this information helps
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https://codefling.com/files/sc/23180-fix-for-todays-update/
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Would love to see hooks for every event to use with the HUID plugin. Also would like to request the possibility for players to buy an event (i run an PVE server)..
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Hey, nice map but the only thing I miss is the loottables for the vendors in outpost. They all seem to be selling the same stuff becasue the vendors use the same base loot lable. Could you include the vending loot tables, and if not, a password for the map editor would be nice to customise the loottables for the vendors myself. I have loottables available for my server in RustEdit to use becasue my server is 2x and custom loot for the vendors/venbdingmahcines
