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Everything posted by JimmyFalcone
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private void OnEntityDeath(LootContainer barrel, HitInfo info) { if (!loaded || barrel == null) return; if (UsedIDs.Contains(barrel.net.ID.Value)) return; UsedIDs.Add(barrel.net.ID.Value); var attacker = info?.InitiatorPlayer; if (attacker?.net?.connection == null || attacker.IsNpc || !conf.Settings.Rewards.OpenReward) return; if (conf.Settings.Rewards.Use_Permissions && !HasPerm(attacker.UserIDString, OpenPermission)) return; var weapon = info?.Weapon?.GetItem()?.info?.shortname ?? info?.WeaponPrefab?.ShortPrefabName; var distance = Vector3.Distance(attacker.transform.position, barrel.transform.position); if (conf.RewardTypes.Open.ContainsKey(barrel.ShortPrefabName)) GiveReward(attacker, RewardType.Open, conf.RewardTypes.Open[barrel.ShortPrefabName], barrel, weapon ?? "", distance); } add: if (UsedIDs.Contains(barrel.net.ID.Value)) return; UsedIDs.Add(barrel.net.ID.Value);
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I had some players on my server with seemingly infinite money a while ago and while messing around with weird stuff, found if you break a barrel with a shotgun or any weapon that has multiple projectiles, it gives credit for every projectile that hit the barrel. I fixed it by adding a check for the id of the barrel before giving the reward to make sure it's not been credited yet and it fixed it so far.
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Would you be able to make cfg for the different types of wood/logs that spawn on the ground? The new wood log piles they added that spawn everywhere give double money (you get credited twice when it breaks after like 10 seconds) The various different logs/branches you can break in the forest also give money even though they take significantly less time to break than a tree
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Hey, just letting you know that the plugin is not working properly with wolves when they are in packs and hunting/attacking. No clue why, but if you were to spawn a wolf from f1, you get the points. but when a natural wolf that's in a pack (new wolf ai update) and you kill it while the pack is hunting, you don't get the credit.
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- 656 comments
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- #shop
- #shop ui
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(and 25 more)
Tagged with:
- #shop
- #shop ui
- #store
- #market
- #server rewards
- #gui shop
- #custom items
- #rust shop
- #mevent
- #market system
- #marketplace
- #buy
- #sell
- #in game
- #economics
- #humannpc
- #market and magazine
- #gui
- #money exchange
- #rust shop plugin
- #shop system
- #best shop
- #best rust shop
- #shop items
- #shop mevent
- #shop in menu
- #shop gui
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- 656 comments
-
- #shop
- #shop ui
-
(and 25 more)
Tagged with:
- #shop
- #shop ui
- #store
- #market
- #server rewards
- #gui shop
- #custom items
- #rust shop
- #mevent
- #market system
- #marketplace
- #buy
- #sell
- #in game
- #economics
- #humannpc
- #market and magazine
- #gui
- #money exchange
- #rust shop plugin
- #shop system
- #best shop
- #best rust shop
- #shop items
- #shop mevent
- #shop in menu
- #shop gui
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- 656 comments
-
- #shop
- #shop ui
-
(and 25 more)
Tagged with:
- #shop
- #shop ui
- #store
- #market
- #server rewards
- #gui shop
- #custom items
- #rust shop
- #mevent
- #market system
- #marketplace
- #buy
- #sell
- #in game
- #economics
- #humannpc
- #market and magazine
- #gui
- #money exchange
- #rust shop plugin
- #shop system
- #best shop
- #best rust shop
- #shop items
- #shop mevent
- #shop in menu
- #shop gui
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- 424 comments
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- 1
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- #statistics
- #leaderboard
- (and 12 more)
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Hi, I just started trying to use this plugin, but the top 1 and top 30 leaderboards are empty. Inside "My Stats" for both player and clan, it displays your stats correctly, but with Top 1 and Top 30, they're both empty for players and clans. I've made sure it's setup correctly from the comments on the previous post about this ^ but can't get it working for the Top 1 and Top 30. Players don't have the exclude permission, top 1 and top 30 are enabled inside the admin section of the plugin, and everything in CategorySettings is enabled. I would really appreciate some help with this because I can't seem to get it working. Thank you
- 424 comments
-
- #statistics
- #leaderboard
- (and 12 more)
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namespace Oxide.Plugins { [Info("NoColdOrHot", "M&B-Studios & Spleenster", "1.0.3")] public class NoColdOrHot : CovalencePlugin { #region Init const string perm = "nocoldorhot.use"; void Init() { if (!permission.PermissionExists(perm, this)) permission.RegisterPermission(perm, this); } #endregion #region Methods object OnRunPlayerMetabolism(PlayerMetabolism metabolism, BasePlayer player, float delta) { if(permission.UserHasPermission(player.UserIDString, perm)) { if(metabolism.temperature.value < 10) { metabolism.temperature.value = 20f; } else if(metabolism.temperature.value > 30) { metabolism.temperature.value = 20f; } } return null; } #endregion } } Very simple fix to just remove both hot & cold instead of just cold
- 14 comments