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Everything posted by imthenewguy
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As far as I am aware it is. What issues are they having?
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Hi mate, the descriptions etc aren't part of the lang because you can change them to whatever you want. They are adjusted directly via the config file.
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- 1,253 comments
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- #leveling
- #progression
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Will add hemp to the next release. Regarding damage with ranged weapons, it would be quite resource intensive checking each item whenever a bullet/explosion etc hits it, since these items aren't a part of the BaseCombatEntity class (meaning they can't actually take damage). The only work around would be to monitor each time a bullet lands somewhere and scan the list of deployed objects to see what entity was hit. This can be quite cumbersome when you are working with multiple players spraying automatic weapons at entities (bases, deployables etc). A work around to prevent OP base designs using rocks/trees etc would be to add a console command to kill all entities of a particular type (trees, rocks and bushes).
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- 1,253 comments
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- #leveling
- #progression
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- 1,253 comments
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- #leveling
- #progression
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- 1,253 comments
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- #leveling
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Changed Status from Pending to No Response
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I found the issue. Have a patch for it for next release. Just testing on my server.
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I will change the config to allow for the owner to set the container prefab in the config, instead of "small" or "large". So long as it uses the StorageContainer class it should work. Regarding API, would only need a call before the sort happens asking if it can happen. IE: CanQuickSort(uint id) or CanQuickSort(StorageContainer), where if we return false (or a non-null value of it's written that way), it cancels the request.
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- 1,253 comments
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- #leveling
- #progression
- (and 13 more)
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- 1,253 comments
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- #leveling
- #progression
- (and 13 more)
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- 1,253 comments
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- #leveling
- #progression
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"Format for BetterChat title showing the playeres level. Set to null to disable.": "<color=#{0}>[Lv.{1}]</color>", "Default colour for BetterChat xp titles": "6D3D23", Those are the default values from memory. <color=# is what is used to colour the text. {0} is the argument used to colour the text, taken from the default colour. {1} is the level itself. Colour uses a hash color. You can pick a colour from here: https://htmlcolorcodes.com/
- 1,253 comments
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- #leveling
- #progression
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Upload your config for me. I have the same - cliffs disabled and market values changed, and the config settings have taken.
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I found the issue. It is the way that the data is handled when the player disconnects. Effectively the player is doubling their stats each time they disconnect and reconnect, since I didn't clear the instanced buff data, and added the saved data to the existing instance on connect. The restart or unload/reload of the plugin wipes the instanced data, hence why it was correcting the problem. It was written in a way to remove unnecessary data from memory, but I forgot to clear it when the user disconnected. Will add to todays patch. Edit: Update pushed (1.0.6)
- 1,253 comments
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- #leveling
- #progression
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- 1,253 comments
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- #leveling
- #progression
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- 1,253 comments
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- 1
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- #leveling
- #progression
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Changed Status from Pending to No Response
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- 1,253 comments
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- #leveling
- #progression
- (and 13 more)
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- 1,253 comments
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- #leveling
- #progression
- (and 13 more)
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Changed Status from Pending to Closed