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Everything posted by imthenewguy
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- 78 comments
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- 2
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- #vip
- #monetization
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(and 2 more)
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I dont own the plugin so I can't test. The flow is this: 1. OnBotReSpawnKIlled is called, giving us the NPC, the profile name, group and hit info. 2. SkillTree checks the config to see if the respawn profile has been added, and if not, adds it to the config and sets the value to the default value. 3. SKillTree then gets the value assigned to the profile and awards the xp accordingly. You will also get xp for killing a scientist since BotRespawn are built on the ScientistNPC class, but you should only be getting 1 xp value from BotRespawn, unless the hook fires twice for some reason.
- 1,362 comments
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- #leveling
- #progression
- (and 19 more)
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Ill be honest, the only thing ive seen mess this up in the past was issues with the RustEdit DLL
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The server save file is responsible for saving and spawning the entities on your map. If the RustEdit.dll isn't allowed to function for whatever reason, the entities arent spawned and they are not in the save file. Do you use a hosted service?
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Trash Pile and Loot Magnet (scavenging tree) broken
imthenewguy replied to iamallama's Support Request in Support
Changed Status from Pending to Closed Changed Fixed In to Next Version -
Trash Pile and Loot Magnet (scavenging tree) broken
imthenewguy replied to iamallama's Support Request in Support
Oh wow I didn't even realize these were the same as barrels etc. Not intended to work with loot magnet. Will patch it out next release. -
Changed Status from Pending to Closed Changed Fixed In to Next Version
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Patched for next update. Thanks for the spot!
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If all of those entities are disappearing, it is either the RustEdit dll file is running into issues/being deleted (since it manages the existence of these assets), or your server save is messing up. My money would be on the RustEdit file stuffing up, or your host removing the file etc. If they file isn't there, deployed entities in RustEdit no longer spawn.
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- 60 comments
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- #storage
- #containers
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(and 4 more)
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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There is a new API hook coming out that will make this a bit easier, and will allow it to be added to existing recipes. void OnMealConsumed(BasePlayer player, Item item, int buff_duration) This means you can take an existing recipe such as Blueberry mojito and run the effect when it is consumed. Will be released in 1.3.2
- 1 reply
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Changed Status from Pending to Closed Changed Fixed In to 1.0.5
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Failed to call hook 'OnDispenserGather
imthenewguy replied to svenna's Support Request in Support
Changed Status from Pending to Closed Changed Fixed In to 1.0.5 -
Failed to call hook 'OnDispenserGather
imthenewguy replied to svenna's Support Request in Support
Download v1.0.5. Should fix the issue for you. -
Failed to call hook 'OnDispenserGather
imthenewguy replied to svenna's Support Request in Support
Will be fixed in the next release In the meantime you can unload the plugin, open the data file up, and attempt to find the item in there with a quantity that is equal to or less than 0, and manually set its value to 1 or delete it. -
Should be fixed in the next update.
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Failed to call hook 'OnDispenserGather
imthenewguy replied to svenna's Support Request in Support
This error isn't anything to do with the rbag from what I can see. It is being triggered somewhere in OnDispenserGather, which is when a resource node is harvested. Maybe try a fresh install and see how it goes. Delete the plugin Delete the data files Delete the config Delete the lang Install the plugin -
Have you adjusted this value by chance? "How often should the plugin check to see if a player has run out of VIP [seconds]?" This periodically checks the groups for expiring tokens at the set interval. I would recommend maybe every 10 or so seconds if you were planning on using short term tokens. By default its set to 3600 seconds.
- 78 comments
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- #vip
- #monetization
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(and 2 more)
Tagged with:
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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Next update will handle this.
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Hey mate, if you are using a stack control plugin, set the max_stack_size value for each item to 0 in the config. This will prevent conflicts. "2668227876": { "enabled": true, "displayName": "small quarry rock", "item_shortname": "electric.teslacoil", "prefab_path": "assets/bundled/prefabs/modding/admin/admin_rock_quarry_small_a.prefab", "prefab_durability": 15, "TCAuthRequired": true, "canBePickedUp": true, "authDamageOnly": false, "max_spawn_quantity": 3, "max_stack_size": 20, <------ SET THIS TO 0. "prefab_type": 0, "prevent_gather": true, "treeType": 0, "bushType": 0, "market_price": 10.0, "img_url": "https://imgur.com/BbU7z2R.png" },