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imthenewguy

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Everything posted by imthenewguy

  1. Nothing in the config gives xp for shooting and nothing for melee, there are only settings for the other way around. It sounds like you have a potential conflict. The barrel may be destroyed before SkillTree sees the hook for the player who destroys it with a melee weapon. Unload all other plugins on your server to test. if the issue is resolved, it means you have another plugin conflicting with mine.
  2. It already has automated starting
  3. imthenewguy

    Raffles

    Ill sort that out
  4. Set this to true: "Use Rust's default loot profile? [true: Will only give items that the container could provide]"
  5. There is no command to remove a recycler. The command you are probably after is ban, if they are charging back lol. Ill add a command to the next release. Not sure when that will be pushed though.
  6. Please submit a support ticket.
  7. I have videos for all of them on the front page of each plugin page.
  8. imthenewguy

    Twigs Decay

    I have the method check a list of player ids. If the list does not contain the player ID, it adds their ID and send them the message.
  9. imthenewguy

    Cooking

    Ill add a failsafe to it next release. What is your "Minimum quantity per drop" under "Settings for the Fishing Luck buff" set to?
  10. Hi I am playing around with this plugin. I managed to get the NPC spawning and moving around, but it's state is always set to Roaming. It does not attack me if I go near it or attack it. It's state seems to be stuck in Roaming. What might I be doing wrong? JObject GetNpcConfig(NpcConfig npcConfig) { HashSet<string> states = npcConfig.Stationary ? new HashSet<string> { "IdleState", "CombatStationaryState" } : new HashSet<string> { "RoamState", "ChaseState", "CombatState" }; JObject sensory = new JObject() { ["AttackRangeMultiplier"] = npcConfig.attackRangeMultiplier, ["SenseRange"] = npcConfig.senseRange, ["MemoryDuration"] = npcConfig.memoryDuration, ["CheckVisionCone"] = npcConfig.checkVisionCone, ["VisionCone"] = npcConfig.visionCone }; JObject config = new JObject() { ["Name"] = npcConfig.name, ["WearItems"] = new JArray { npcConfig.wearItems.Select(x => new JObject { ["ShortName"] = x.shortName, ["SkinID"] = x.skinID }) }, ["BeltItems"] = new JArray { npcConfig.beltItems.Select(x => new JObject { ["ShortName"] = x.shortName, ["Amount"] = x.amount, ["SkinID"] = x.skinID, ["Mods"] = new JArray { x.Mods.Select(y => y) }, ["Ammo"] = string.Empty }) }, ["Health"] = npcConfig.health, ["RoamRange"] = npcConfig.roamRange, ["ChaseRange"] = npcConfig.chaseRange, ["DamageScale"] = npcConfig.damageScale, ["AimConeScale"] = npcConfig.aimConeScale, ["DisableRadio"] = true, ["Stationary"] = false, ["CanUseWeaponMounted"] = true, ["CanRunAwayWater"] = Name != "Underwater Lab" && Name != "Train Tunnel", ["Speed"] = npcConfig.speed, ["Sensory"] = sensory, ["AreaMask"] = 1, ["AgentTypeID"] = -1372625422, ["HostileTargetsOnly"] = npcConfig.HostileTargetsOnly, ["States"] = new JArray { states }, }; return config; } [ChatCommand("spawnnpc")] void SpawnNPC(BasePlayer player) { ScientistNPC npc = NpcSpawn.Call("SpawnNpc", player.transform.position, GetNpcConfig(config.npc)) as ScientistNPC; if (npc == null) return; SpawnedNPCs.Add(npc); NpcSpawn.Call("SetHomePosition", npc, player.transform.position); }
  11. Not sure; I don't own it. My plugin simply overrides the standard growth loop to accelerate it and ignore conditions like sunlight, temp, water and soil. It uses the native methods to handle the growth phases etc so all of the standard oxide hooks are called. Assuming autofarm uses those hooks, it should be compatible, but there is noway to tell without running them together.
  12. Not with the current state of Professions. Have been contemplating a re-write though.
  13. Nah it is setup to be player specific, not skin or weapon specific.
  14. I've added an xp mod setting for each prestige level so you can set the xp gain rates in the next release.
  15. Set "Destroy the recycler if it's parented ground entity is removed?" to false if you think the issue is from this plugin.
  16. Nah its not a config issue. I'll find out what the standards are and update it if I need to change my code, otherwise you will need to ask the super card dev to change his.
  17. The standard for returning on a non-null value is to return true. SuperCard needs to be changed. Do you know what is being combined?
  18. imthenewguy

    OpenAI Chat

    Is there a way for this to work without paying astronomical amounts for the API?
  19. Using Base Yield settings will multiply with the skills, where as skills will not multiply with other gather rate plugins. For example, you have a skill that gives you a 100% bonus to wood yield. If you used an external plugin to increase the base yield by 100%, and you hit a tree that would normally give you 25 wood before modifiers, you would only receive 75 wood. (25 x 2 + (25 x 2)). If you were using base yield settings, you would instead receive 100 wood, because the skill would multiply the already multiplied base yield (25 x 2 x 2)..
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