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Everything posted by suicidemayhem
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Hey Ben, can I get a copy also? stuck in the same boat, no RP for bradley or heli.
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This might help - https://www.corrosionhour.com/rust-prefab-list/ assets/content/vehicles/snowmobiles/tomahasnowmobile.prefab
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- 569 comments
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- #hud
- #interface
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oh, i understand now. it used those plugins, but has it's own reward system. i'll give it a try.
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oh, it is not compatible with ServerRewards any longer?
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"Airfield 0": { "type": 0, "Spawn": { "AutoSpawn": true, "Radius": 50, "BotNames": [], "BotNamePrefix": "", "Keep_Default_Loadout": false, "Kit": [ "Merc01", "Merc02", "Merc03", "Merc04", "Merc05", "Merc06", "Merc05", "Merc08", "Merc09", "Merc10" ], "Day_Time_Spawn_Amount": 12, "Night_Time_Spawn_Amount": 6, "Announce_Spawn": false, "Announcement_Text": "", "BotHealth": 130, "Stationary": false, "UseCustomSpawns": false, "ChangeCustomSpawnOnDeath": false }, "Behaviour": { "Roam_Range": 40, "Aggro_Range": 70, "DeAggro_Range": 80, "Peace_Keeper": false, "Bot_Accuracy_Percent": 55, "Bot_Damage_Percent": 40, "Running_Speed_Booster": 10, "AlwaysUseLights": true }, "Death": { "Spawn_Hackable_Death_Crate_Percent": 0, "Death_Crate_CustomLoot_Profile": "", "Death_Crate_LockDuration": 10, "Corpse_Duration": 10, "Weapon_Drop_Percent": 0, "Min_Weapon_Drop_Condition_Percent": 50, "Max_Weapon_Drop_Condition_Percent": 100, "Wipe_Main_Percent": 0, "Wipe_Belt_Percent": 100, "Wipe_Clothing_Percent": 100, "Allow_Rust_Loot_Percent": 100, "Respawn_Timer": 900, "RustRewardsValue": 50.0 }, "Other": { "Chute": true, "Suicide_Timer": 0, "Die_Instantly_From_Headshot": false, "Instant_Death_From_Headshot_Allowed_Weapons": [], "Disable_Radio": true } } RustRewardsValue seemed to have stopped working. Worked fine until I just noticed it not sure when it stopped tbh.
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- 572 comments
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- #rust
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"Just for clarity, the probability settings aren't percentages. They're arbitrary numbers, balanced against each other. That means there no maximum, and no fixed scale." yeah, thats why i called them "pick numbers", basically a lottery with higher numbers getting a higher chance of getting picked like the 1 vs 9 exampled you used. so there is no way to spawn 0-1 item, so that there is some chance of even if the item is picked, you get 0 of it?
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actually, i think it may work for me if i set the item count to min 0, max 1, but i get an error saying it can't find the item. Failed to run a 1.00 timer in 'CustomLoot v1.1.5' (KeyNotFoundException: The given key was not present in the dictionary.) at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <eae584ce26bc40229c1b1aa476bfa589>:0 at Oxide.Plugins.CustomLoot.GetItem (Oxide.Plugins.CustomLoot+Settings settings, System.String category, System.Int32 BPs, System.String perma) [0x00088] in <3fdc45f4660843b5bb5765792aff6291>:0 at Oxide.Plugins.CustomLoot.MakeLoot (System.String config) [0x0024e] in <3fdc45f4660843b5bb5765792aff6291>:0 at Oxide.Plugins.CustomLoot+<PopulateContainer>c__AnonStorey2.<>m__1 () [0x0003d] in <3fdc45f4660843b5bb5765792aff6291>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <dfcb48ea05694263bbc08e62a39c274c>:0 If you'd be able to allow 0 count to "spawn", that might work for my situation.
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Question real quick. I have a file called basicguns.json where all items and categories are set to 0 except weapons at 100% and the following items. machete 20 longsword 25 mace 25 wooden spear 80 stone spear 60 Knife 15 Bone knife 40 Bone club 30 salvaged sword 25 salvaged cleaver 25 crossbow 10 bow 25 eoka pistol 50 revolver 10 semi auto pistol 10 nailgun 30 double barrel 10 waterpipe 25 and i have it set to spawn 0-2 (because for some reason 0-1 never spawns anything) , "crate_normal_2": { "enabled": true, "lootTable": "basicguns", "maxItems": 2, "minItems": 0, "gunsWithAmmo": true, "noGuns": false, "MaxBps": 0, "WaterPreFillPercent": 20, "ClearContainerFirst": false } what is the percentage of the 0-2 items spawning? it seems it's very high, and if so I'd like to add a "blank" item essentially to cut down the spawn count, but when it does it selects from the above list at those pick numbers. it doesn't seem to matter if the weapons category is 5% or 100%, it still only picks from that category since all the others are 0. i'd basically like to set a percentage that says "15% change of spawning an item, if yes, pick from the above list with those pick counts". can this be done with this plugin?
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teams/clans not allowing players to open containers
suicidemayhem posted A Support Request in Support
First time using the plugin, it's definitely locking users out of other users boxes, but even if they join a team and/or clan, it doesn't allow them to open them. i also enabled TC which is still blocking any container marked TRUE in the rules. Here is my config { "Options": { "RequirePermission": false, "protectedDays": 0.0, "useZoneManager": false, "useSchedule": false, "useRealTime": false, "useFriends": false, "useClans": true, "useTeams": true, "HonorRelationships": false, "OverrideOven": false, "OverrideTC": false, "StartEnabled": true, "StartLogging": false, "LogToFile": false, "AdminBypass": false, "BuildingShareRange": 150.0, "BShareIncludeSigns": false, "BShareIncludeLights": false, "BShareIncludeElectrical": false, "TCAuthedUserAccess": true }, "Rules": { "abovegroundpool.deployed": true, "bbq.deployed": true, "box.wooden.large": true, "campfire": true, "cursedcauldron.deployed": true, "fridge.deployed": true, "fuelstorage": true, "furnace.large": true, "furnace.small": true, "hopperoutput": true, "item_drop_backpack": true, "lock.code": true, "lock.key": true, "mixingtable.deployed": false, "murderer_corpse": false, "paddlingpool.deployed": true, "player": true, "player_corpse": true, "recycler_static": false, "refinery_small_deployed": true, "repairbench_deployed": false, "researchtable_deployed": false, "scientist_corpse": false, "sign.hanging": true, "sign.huge.wood": true, "sign.large.wood": true, "sign.medium.wood": true, "sign.pictureframe.landscape": true, "sign.pictureframe.portrait": true, "sign.pictureframe.tall": true, "sign.pictureframe.xl": true, "sign.pictureframe.xxl": true, "sign.small.wood": true, "vendingmachine.deployed": false, "woodbox_deployed": true, "workbench1.deployed": true, "workbench2.deployed": true, "workbench3.deployed": true }, "Zones": null, "EnabledZones": null, "DisabledZones": null, "Schedule": "", "Version": { "Major": 1, "Minor": 0, "Patch": 26 } } -
ok thanks
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can you provide detail on what the pvemode plugin does? the only reference i see is "Use the PVE mode of the plugin? (only for users PveMode plugin)": false, and the pve config only has { "The time to clear the information of the players' damage to NPC after NPC has take the last damage [sec.]": 60, "Configuration version": { "Major": 1, "Minor": 0, "Patch": 0 } }
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Bradley_crate not spawning if comes from bradley
suicidemayhem replied to suicidemayhem's Support Request in Support
im an idiot, i was looking in the wrong file. thanks again. need sleep -
Bradley_crate not spawning if comes from bradley
suicidemayhem replied to suicidemayhem's Support Request in Support
after updating, im in the same boat. bradley and heli isn't custom, i can't seem to find the line to delete now -
assets/prefabs/npc/m2bradley/bradleyapc.prefab assets/prefabs/npc/cargo plane/cargo_plane.prefab assets/prefabs/npc/ch47/ch47scientists.entity.prefab assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab assets/content/vehicles/boats/cargoship/cargoshiptest.prefab assets/prefabs/misc/xmas/sleigh/santasleigh.prefab assets/prefabs/misc/xmas/xmasrefill.prefab assets/prefabs/misc/easter/egghunt.prefab assets/prefabs/misc/halloween/halloweenhunt.prefab assets/prefabs/misc/xmas/xmasrefill.prefab these are all from the Automated Events plugin
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"Button Icon Img": "you can change icons in data/WelcomePanel/cuiData.json", For some reason it is really stretched out and I couldn't figure out how to get it normal proportions, so i just stretched my image the same. Here is the exact code to change. "logoPanel": { "anchorMin": "0.05500001 0.68", "anchorMax": "0.200 0.963", "color": "0 0 0 0", "material": "assets/icons/iconmaterial.mat", "image": "url to picture.jpg", "fade": 0.5
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permissions for purchased skills not working
suicidemayhem replied to suicidemayhem's Support Request in Support
The default config, which isn't updated on this plugin at all, shows that "Kits" also uses permissions. So as long a permission is granted to a user, the "type" shouldn't have mattered. I used that as a template to apply my own permissions since I don't use Kits this way. "Type": "Kits", "ID (for None)": 0, "Image": "https://i.imgur.com/Log7sQR.png", "Title": "Kits Speed", "Description": "Accelerates the delay between receiving kits", "Stages": { "1": { "Cost": 10.0, "Value [metabolism - value, for everyone else %]": 30.0, "Value 2": 0.0, "Commands": [], "Groups": [], "Permissions": [ "whatever.permission.i.want.to.grant.user" ] }, I got it working, but I am very unhappy with this purchase. Getting a little help is like pulling teeth, then you act like I'm the idiot here after basically ignoring me for weeks. There is almost no instructions, which is why I posted here asking if I was doing something wrong. -
permissions for purchased skills not working
suicidemayhem replied to suicidemayhem's Support Request in Support
Hey, it's been a month. Am I able to get an update on this issue? If I'm doing something wrong I'd like to know what. What's the point of paying for plugins that half work and can't contact the developer?