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Everything posted by imthenewguy
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- 89 comments
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- 1
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- #recycler
- #monetization
- (and 5 more)
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- 260 comments
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- #enhanced
- #custom loot
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(and 7 more)
Tagged with:
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The plugin has 24 base set types (miners, transporters etc). It also has 28 set bonuses. Items are assigned with 1 buff, which prefixes the item. That buff then has access to set bonuses, which are unlocked as the player equips more of the same piece. IE 1 Miners item gives no set bonus, 2 Miners items gives a setbonus, 4 miners items give more set bonuses etc. You can customize the set bonuses to your liking and add/remove/change them as you please. The buff values can be changed to your liking. You can not add multiple buffs to an item, only setbonuses. IE you cannot have Miners and Crafters on the same piece, but you can have Miners give the Lead and Smasher perks if the player was to equip more than 1 piece.
- 260 comments
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- #enhanced
- #custom loot
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(and 7 more)
Tagged with:
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There is a console command for the plugin that allows for items to be generated for a player. You can use arguments to specify the item type, buff type and tier that the item will be. genitem <steam ID> <item shortname> <buff type> <tier> Example: genitem 76561197988695317 pants Miners s Would generate a set of pants with the miners buff and a modified that falls within the s tier, and gives it to the player with 76561197988695317. As long as GUIShop supports console commands that require player steam IDs, and arguments, it should work ok.
- 260 comments
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- 1
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- #enhanced
- #custom loot
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(and 7 more)
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CanLootEntity hook is triggered in 2 separate instances. It can trigger when a LootContainer class of entity is looted (such as crate_normal_2 and crate_normal etc), and will handle rolling for new loot items and the scavengers buff. The second instance is when a player loots a lootable corpse for the first time, it has the chance to generate a random epic loot item. Realistically these shouldn't crash the server, but if you are worried you can PM me on discord and I will send you a copy that can log to file each time it fails (i will wrap them in try/catch tags), so we can attempt to debug the issue. im the new guy#0001
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It could be trail healing from a medical syringe.
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I'll need a bit more if possible. The OnPlayerHealthChange hook is connected to the Medics set. Are you able to test and see if it is happening when a player who has a piece of Medics clothing on is healing, or if it triggers when someone who does not have a piece is healing?
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Should be no reason why bleach is not included, unless it is not in the barrel when the ability triggers.
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Changed Status from Pending to Closed
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Hey mate sorry ive been away with the family all weekend. It is impossible for me to see what the issue is without seeing your config. Please also advise which line(s) you have changed so I know what I am looking at.
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Changed Status from Pending to Closed
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"How often should the chat message post telling players how to access the deployable nature market? (seconds) 0 = off" needs to be set to 0 and the plugin reloaded.
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Token Skin not Showing in Vending Machines
imthenewguy replied to anandasanz's Support Request in Support
Changed Status from Pending to Closed -
Token Skin not Showing in Vending Machines
imthenewguy replied to anandasanz's Support Request in Support
Hey mate. Vending machines in Rust are a weird thing. They show skins for supported skinned items, but not custom icon items that do not traditionally have a skin. Isn't much you can do in this circumstance, except use a shop plugin instead to sell the items. -
- 1,374 comments
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- 1
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- #leveling
- #progression
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Unfortunately not. The idea is to have it high enough so that players cannot use conventional methods to get to the arena. The only thing I can thing to suggest is play around with the spawn height of the arena and cap the height limit of the jetpack if possible.
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Sounds like it was too high or something.
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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I don't have plans to add prestige, but you could extend the grind for your players if you wanted to. You could set the max level to 0, set the maximum skill points to whatever you want it to be, then add level rewards that go past 100. These are commands that are fired off when a player achieves the level. Example: "List of rewards the player receives based on level": { "100": { "List of commands and chat messages that the player receives when reaching the specified level [Left = command. Right = Private message to player]. {id} = steam ID. {name} == name.": { "say <color=#ffae00>{name}</color> reached level <color=#4cff03>100</color>!": "You have reached a milestone level!" }, "List of commands that are fired off when the player data is reset": [ "say Test data reset." ] }, "120": { "List of commands and chat messages that the player receives when reaching the specified level [Left = command. Right = Private message to player]. {id} = steam ID. {name} == name.": { "add your command here. it can target the player using {id}": "Add message to {name} player here", "add another command here": "" }, "List of commands that are fired off when the player data is reset": [ "add your command here, such as o.revoke user <permission>" ] }, },
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In what order did you delete everything? Always unload the .cs file before deleting data files. If you have the admin permission, you can use the command: /stresetalldata That will reset all player data, including xp, levels, skill points and unlocks.
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How can I automatically delete the data when the map is initialized?
imthenewguy replied to P.P's Support Request in Support
I have found the issue causing the recycler values to go negative and have patched for next release. If you want a fix now, go into the .cs file and delete the following line: Line 608: pi.available_recyclers--; The suggestion for point 2 doesn't make any sense. The recycler is meant to revert to item form and lose condition, not be given back to the player to be redeemed again.