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Everything posted by suicidemayhem
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what i normally do is setup a profile close to how i want it, then do a search/replace i notepad++ of the .json file. i can fly around the map, set monument spawns, then edit one profile and copy it, making sure to not change the location coordinates. if i decide to raise/lower something, i can search and replace every profile together or one at a time, WAY better than through the plugin UI in almost every instance, not just BotReSpawn UI.
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plugin is "working" though, fought a few, they spawn sci and wolves, etc.
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Failed to call hook 'OnCustomLootNPC' on plugin 'BossMonster v1.0.2' (InvalidOperationException: Sequence contains no elements) at System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00010] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 at Oxide.Plugins.BossMonster.OnCustomLootNPC (System.UInt32 netID) [0x0007c] in <0c7c3daadab241ad9e0b51e2f493e598>:0 at Oxide.Plugins.BossMonster.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00b69] in <0c7c3daadab241ad9e0b51e2f493e598>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <60c318df79ed41688ea59335e48d61ad>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <9882f28dc2204b4dba514a9ad18f5042>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <9882f28dc2204b4dba514a9ad18f5042>:0 Instlled both files, only thing i changed was health. also getting "GUIDToPath: guid is empty" every few seconds.
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- 222 comments
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permissions for purchased skills not working
suicidemayhem replied to suicidemayhem's Support Request in Support
Hi, I was hoping to have this resolved. Can you tell me if I'm doing something wrong? -
permissions for purchased skills not working
suicidemayhem replied to suicidemayhem's Support Request in Support
well thats what i thought, so i have it set to grant "backpacks.use.5" but it doesn't seem to apply it when they buy it. I have it setup exactly like the "furnacesplitter.use" example that was provided with the default config. Modified default config, works like this. { "Type": "None", "ID (for None)": 0, "Image": "https://i.imgur.com/RqdcAm0.png", "Title": "Sorting", "Description": "With each stage, you discover new types of sorting.\nLevel 1 - Furnace Splitter\nLevel 2 - Box Sorting", "Stages": { "1": { "Cost": 2500.0, "Value [metabolism - value, for everyone else %]": 0.0, "Value 2": 0.0, "Commands": [], "Groups": [], "Permissions": [ "furnacesplitter.use" ] }, "2": { "Cost": 3500.0, "Value [metabolism - value, for everyone else %]": 0.0, "Value 2": 0.0, "Commands": [], "Groups": [], "Permissions": [ "simplesort.use" ] } } my backpack code that for some reason won't apply the permissions when purchased. I know it's the "Kits" section, but since it's only applying a perm, shouldn't matter unless there is something on the backend preventing it. { "Type": "Kits", "ID (for None)": 0, "Image": "https://i.imgur.com/Log7sQR.png", "Title": "Backpack Size - TESTING DO NOT USE", "Description": "TESTING Each Level adds 1 extra row. Max is 7", "Stages": { "1": { "Cost": 2500.0, "Value [metabolism - value, for everyone else %]": 0.0, "Value 2": 0.0, "Commands": [], "Groups": [], "Permissions": [ "backpacks.use.5" ] }, "2": { "Cost": 2500.0, "Value [metabolism - value, for everyone else %]": 0.0, "Value 2": 0.0, "Commands": [], "Groups": [], "Permissions": [ "backpacks.use.6" ] }, "3": { "Cost": 2500.0, "Value [metabolism - value, for everyone else %]": 0.0, "Value 2": 0.0, "Commands": [], "Groups": [], "Permissions": [ "backpacks.use.7" ] } } -
permissions for purchased skills not working
suicidemayhem replied to suicidemayhem's Support Request in Support
any update? am i doing it wrong? i can share the whole config if you need it. -
permissions for purchased skills not working
suicidemayhem replied to suicidemayhem's Support Request in Support
I'm not understanding the question. doesn't this plugin assign the permissions? If a new user joins, they don't have furnacesplitter.use until it's bought through skills, then it applies it. I tested it with an alternate account. Should I be doing something different? I thought I place the permissions I want the user to have when they buy that skill level, then it assigns it. -
permissions for purchased skills not working
suicidemayhem replied to suicidemayhem's Support Request in Support
I just tried using custom groups also so that I can easily remove the skills at wipe, same deal, doesn't seem to apply it like the furnacesplitter.use I mentioned above. Other than this, it's an amazing idea/plugin, loving it so far. -
Hi, I don't use the kits very often, they're on a timer for all players, so I was trying to make it where you could buy an extra row for the backpack. Players start off with 4 rows, which is backpacks.use.4, then I added backpacks.use.5 for purchase but it isn't applying it. I checked the test account I'm using, still only has backpacks.use.4. If the user has both, it will use the larger number, so I know it will work. Here is the code I setup to use instead of kits, it doesn't seem to apply the "permissions" section. I mimicked the "Sorting" category as far as the way it uses "furnacesplitter.use" , { "Type": "Kits", "ID (for None)": 0, "Image": "https://i.imgur.com/Log7sQR.png", "Title": "Backpack Size - TESTING DO NOT USE", "Description": "TESTING Each Level adds 1 extra row. Max is 7", "Stages": { "1": { "Cost": 2500.0, "Value [metabolism - value, for everyone else %]": 0.0, "Value 2": 0.0, "Commands": [], "Groups": [], "Permissions": [ "backpacks.use.5" ] }, "2": { "Cost": 2500.0, "Value [metabolism - value, for everyone else %]": 0.0, "Value 2": 0.0, "Commands": [], "Groups": [], "Permissions": [ "backpacks.use.6" ] }, "3": { "Cost": 2500.0, "Value [metabolism - value, for everyone else %]": 0.0, "Value 2": 0.0, "Commands": [], "Groups": [], "Permissions": [ "backpacks.use.7" ] } } }
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Bradley_crate not spawning if comes from bradley
suicidemayhem replied to suicidemayhem's Support Request in Support
For the OwnerID, what does 0 represent? -
Bradley_crate not spawning if comes from bradley
suicidemayhem replied to suicidemayhem's Support Request in Support
yes! that did it. thanks so much! -
Bradley_crate not spawning if comes from bradley
suicidemayhem replied to suicidemayhem's Support Request in Support
same thing, if i unload lootdefender it works, otherwise same issue -
Bradley_crate not spawning if comes from bradley
suicidemayhem replied to suicidemayhem's Support Request in Support
ok, will check tonight. thanks for the work. -
Bradley_crate not spawning if comes from bradley
suicidemayhem replied to suicidemayhem's Support Request in Support
absolutely. let me know what you need done. -
Bradley_crate not spawning if comes from bradley
suicidemayhem replied to suicidemayhem's Support Request in Support
I don't mind paying for the support for doing this. I really do like the customization of your plugin and would like to not have to set it all up again with a new plugin. -
Bradley_crate not spawning if comes from bradley
suicidemayhem replied to suicidemayhem's Support Request in Support
BetterLoot is spawning "ghost" items. lol https://streamable.com/56fb9p -
Bradley_crate not spawning if comes from bradley
suicidemayhem replied to suicidemayhem's Support Request in Support
I'm using BetterLoot as a workaround, but I like the percentage and "always spawn" settings of this plugin way better, and would like to use only one. -
getting "this building is too close to another raidable base event"
suicidemayhem posted A Support Request in Support
Even with RaidableBases unloaded, I get this error when using /sar. I have "Spawn Bases X Distance Apart": 100.0, set in RaidableBases, they spawn all over the map. Before unloading RaidableBases I was at least 1500m away from any base. -
Bradley_crate not spawning if comes from bradley
suicidemayhem replied to suicidemayhem's Support Request in Support
Ok, so I duplicated the server and loaded in CustomLoot, then plugins about 10 at a time, each time blowing up a bradley and checking for 10 items per crate with radar. It seems that LootDefender is at least part of the problem, I can't seem to find a setting that is blocking anything from changing the crates, but when this plugin is loaded, CustomLoot doesn't change the crate items, almost like it is locked out also. I tested repeatedly and can reproduce it every time. I posted on the plugin help page, hopefully there is a workaround - https://umod.org/community/loot-defender/37597-issue-allowing-other-plugins-to-change-loot-after-crates-spawn-from-bradley -
Love the plugin, been using a few months. New issue arose this month. I got BradleyTiers, and it would only spawn vanilla crates. I'm working with Krungh Crow right now, but I think it's a bug with CustomLoot now. I've uninstalled his plugin for testing, so I'm only working with vanilla Bradley. If I F1 spawn bradley_crate, it gives me the loot I'm expecting based on this plugin and loot tables. If I spawn in a vanilla bradley and kill it, I get vanilla crates. I do see those crates are named "bradleycrate" instead of with _, not sure if that matters. https://streamable.com/g9rw09 There is the video of me spawning in a crate and it working. Here is a screenshot of what I spawned in with 10 items, vs vanilla crates from dead Bradley.