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imthenewguy

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Everything posted by imthenewguy

  1. So long as the loot table can take a custom name, skin ID and item shortname, you can simply input them in as displayed in the config. Doesn't matter what plugin generates them, as long as the item.name, item.skin and item.info.shortname are a match.
  2. They are inbuilt loot tables. Dictionary<string, List<LootItems>> GetUnderwaterLoot() { Dictionary<string, List<LootItems>> result = new Dictionary<string, List<LootItems>>(); List<LootItems> items = new List<LootItems>(); foreach (var item in ItemManager.GetItemDefinitions().Where(x => x.category == ItemCategory.Component)) items.Add(new LootItems(item.shortname, 1, 3)); result.Add("assets/bundled/prefabs/radtown/crate_underwater_basic.prefab", items); result.Add("assets/bundled/prefabs/radtown/underwater_labs/crate_normal_2.prefab", items); result.Add("assets/bundled/prefabs/radtown/underwater_labs/crate_normal.prefab", items); foreach (var item in ItemManager.GetItemDefinitions().Where(x => x.category == ItemCategory.Electrical || x.category == ItemCategory.Weapon || x.category == ItemCategory.Attire)) { if (item.category == ItemCategory.Attire || item.category == ItemCategory.Weapon) items.Add(new LootItems(item.shortname, 1, 1)); else items.Add(new LootItems(item.shortname, 1, 3)); } result.Add("assets/bundled/prefabs/radtown/crate_underwater_advanced.prefab", items); result.Add("assets/bundled/prefabs/radtown/underwater_labs/crate_elite.prefab", items); return result; } crate_underwater_basic, underwater crate_normal_2 and underwater crate_normal all have the chance of giving players with the perk who open them (assuming they are the first to open the crate), any component. crate_underwater_advanced and crate_elite have the same components as the above, in addition to any electrical item, weapon item or attire item. The reason there is no config for this is due to the sheer size that it would add to the config, including all of these items. Shark loot simply includes all items in the game List<LootItems> GetSharkLoot() { List<LootItems> loot = new List<LootItems>(); foreach (var item in ItemManager.GetItemDefinitions()) loot.Add(new LootItems(item.shortname, 1, item.isWearable ? 1 : item.isHoldable ? 1 : UnityEngine.Random.Range(2, 5))); return loot; }
  3. Have you modified the .cs file at all? o.O haven't seen those errors appear before, especially since all of those variables are being used.
  4. imthenewguy

    Console only usage

    Just to confirm; you dont want them to be able to get the items as drops in the world, or obtain them while crafting or use EpicScrap to get them? Only via console command? If so, set the following config options: "Should players have a chance of their crafted items becoming enhanced?": false, "Loot crate info": { "Should we use the default item loot table for the below containers?": true, "Containers and their chance for an enhanced item to spawn": { "crate_normal_2": 0.0, "crate_normal": 0.0, "crate_elite": 0.0, "crate_underwater_basic": 0.0, "crate_underwater_advanced": 0.0, "heli_crate": 0.0, "bradley_crate": 0.0, "codelockedhackablecrate": 0.0, "codelockedhackablecrate_oilrig": 0.0, "crate_tools": 0.0 }, "Barrels and their chance for an enhanced item to spawn": { "loot-barrel-1": 0.0, "loot_barrel_1": 0.0, "loot-barrel-2": 0.0, "loot_barrel_2": 0.0 } }, "Corpse loot info": { "Corpse types and their chance for an enhanced item to spawn": { "scientistnpc_heavy": 0.0, "scientistnpc_cargo": 0.0, "scientistnpc_cargo_turret_any": 0.0, "scientistnpc_cargo_turret_lr300": 0.0, "scientistnpc_ch47_gunner": 0.0, "scientistnpc_excavator": 0.0, "scientistnpc_full_any": 0.0, "scientistnpc_full_lr300": 0.0, "scientistnpc_full_mp5": 0.0, "scientistnpc_full_pistol": 0.0, "scientistnpc_full_shotgun": 0.0, "scientistnpc_junkpile_pistol": 0.0, "scientistnpc_oilrig": 0.0, "scientistnpc_patrol": 0.0, "scientistnpc_peacekeeper": 0.0, "scientistnpc_roam": 0.0, "scientistnpc_roamtethered": 0.0 } }, "Enable scrapping of equipment for a special currency that can be used to enhanced weapons?": false, These options are spread out throughout the config.
  5. imthenewguy

    Custom Repec cost issue

    Changed Status from Pending to Closed Changed Fixed In to Next Version
  6. imthenewguy

    Custom Repec cost issue

    tyty found the issue and added it to the next release.
  7. So long as the {0} {1} {2} {3} etc remain, you can change the english words to whatever you want.
  8. The next update will have a lang entry for the back and forward buttons on the menu so you can edit them for your server.
  9. Ill work out a way to add support. Will need to be done via the plugin.
  10. Have patched it for next release. Just waiting a short while before I upload to catch any other bugs that reveal themselves. I just tested using your config and I am getting the proper amount (see pic here). It could be another plugin that is using the OnCollectiblePickup hook and is returning a non-null value, or is modifying the item amount. My suggestion to test this would be to unload all plugins, reload ImageLibrary, then reload SkillTree and test. Crack horses, as I like to call them! Vehicle speed or turbos is something I definitely something I want to add. Nothing exists for it at the moment, only for horses and boats.
  11. imthenewguy

    Invicible players

    Changed Status from Pending to Closed
  12. Changed Status from Pending to Closed
  13. The command is /recyclers not /recycleurs
  14. its /recyclers
  15. imthenewguy

    Invicible players

    Ok I see the issue. Will patch that one asap.
  16. Try making a copy of the english version inside of the french folder and see if that fixes the issue.
  17. imthenewguy

    Cooking

    Ya I have updated it on my end. Will be included in the next release.
  18. Did you remove the French lang version as well? I assume all english players see everything ok?
  19. Use the following chat command while in game: /addtestpermsnode This will add and save a test perms node to your config called "Test Perms node" under the "Cooking" tree. This will give you an example of how you can create your own permission based nodes. It is set to be disabled by default, so you won't see it in the tree unless you edit the config.
  20. Thanks mate. Just updating the main page with all of the info. I highly recommend deleting your config and lang.
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