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Everything posted by imthenewguy
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Show me your config. Ingredient chance 1.0 does not mean 100% chance of dropping ingredients. Drop weight 1000 does nothing to the drop chance either; just makes that particular item more likely to drop when a successful drop is rolled.
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You can only edit the xp per level using the x and y field values. "Leveling information. Y value must be set to 2 or 3": { "x": 0.07, "y": 2.0, Go to the main skill tree page, scroll down to "XP Table Info" heading and have a read at how the xp is calculated. There is a table you can use to tweak the values.
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- 1,468 comments
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- #leveling
- #progression
- (and 19 more)
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- 1,468 comments
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- #leveling
- #progression
- (and 19 more)
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How do you know it is?
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My plugin should be having not be affecting velocity for any rockets fired, excluding ones fired by players with the Rocket_Velocity buff. void OnRocketLaunched(BasePlayer player, TimedExplosive entity) => HandleRocket(player, entity); void HandleRocket(BasePlayer player, TimedExplosive timedExplosive) { if (!GetBuffDetails(player.userID, out var bd)) return; if (bd.GetBuff(Buff.Rocket_Velocity, out var value)) { if (!timedExplosive.TryGetComponent<ServerProjectile>(out var projectile)) return; projectile.CurrentVelocity += (projectile.CurrentVelocity * value); } if (bd.GetBuff(Buff.Explosion_Radius, out value) && !config.buff_settings.raid_perk_settings.Explosion_Radius_settings.blacklist.Contains(timedExplosive.ShortPrefabName) && PassRaidableBasesCheck(timedExplosive, Buff.Explosion_Radius)) { timedExplosive.explosionRadius += timedExplosive.explosionRadius * value; if (config.buff_settings.raid_perk_settings.Explosion_Radius_settings.add_to_minimum) timedExplosive.minExplosionRadius += timedExplosive.minExplosionRadius * value; } }
- 1,468 comments
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- #leveling
- #progression
- (and 19 more)
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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It only adds perked items to NPCs that are from ItemPerks. It does not add other plugins items to NPCs because how can it? It wouldn't even know they exist.
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Not even sure what it is, so probably not. I can get rid of the ImageLibrary requirement and use skins though.
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This tutorial explains how you can make custom skills using permissions:
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Good idea. I will add a config option to the next release.
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What plugin is responsible for the admin LR300?
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They would be using a plugin like restore upon death, and would be using skill tree to create a new skill that gives the player permission to that plugin when they unlock it.
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"Armored Train Event" should be "ArmoredTrain". LootSource should be "Crate" and the identifier should be "heli_crate", like my default config.
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All string fields are case sensitive. Even if the item is showing as upper case in game, it may not be upper case. Assess what the true case nature of the displayName is and update it appropriately. Alternatively, make it based on the skin id if applicable. I am updating this in the next release though. The new logic will work like so: If the blacklist skin is > 0, it will assess to see if the skin is a match. If the shortname of the blacklist is not null or empty, it will check to see if the item shortname is a match. If the displayName of the blacklist is not null or empty, it will check to see if the item displayName is a match. It also has the option for partial name checks, so you can use shorter names to capture more items, such as "bag" would match with "bag of holding" and "enchanted bag". If the text field of the blacklist is non-null or empty, it will function the same way as the displayName, including a partial search option for text. An example of what this looks like. This prevents ANY bag from being added. { "shortname": "largebackpack", "skin": 0, "displayName": null, "partialNameAccepted": false, "text": null, "partialTextAccepted": false }, This would prevent only the bag with the matching names from being added (case sensitive). { "shortname": "largebackpack", "skin": 0, "displayName": "enchanted", "partialNameAccepted": false, "text": null, "partialTextAccepted": false },
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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Thanks for the catch. Will add a fix to the next release.
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Are you 100% certain the permissions have been given properly? Can you show me a screenshot of them?
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Changed Status from Pending to Closed
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In the server console, not your rust console. You need to watch some videos on how to setup a rust server with oxide. Permissions is a fundamental.
