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Everything posted by imthenewguy
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- 1,565 comments
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- #leveling
- #progression
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- 223 comments
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- 204 comments
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- #items
- #enhancement
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- 1,565 comments
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- #leveling
- #progression
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- 1,565 comments
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- #leveling
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- 34 comments
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Yeah that is how it would work. The whitelist will exclude all other items except for those on the list, where as the blacklist will exclude the items listed. You could go through and add all weapon shortnames to a whitelist for perks that you only want to apply to weapons/tools, and then take that same list and add it to blacklist for those that you only want to apply to clothes.
- 204 comments
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The only checks around the type of entity is based on the short prefab name. if (entity.ShortPrefabName.Contains("module") && !entity.ShortPrefabName.Contains("chassis")) This means that if entities with a shortname like "1module_storage" or "1module_taxi" enter, it would register it as progress, but entities like "car_chassis_4module" and "car_chassis_2module" won't be considered. Id check what modules the cars that are being crushed have on them.
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- 43 comments
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- #skilltree
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Yeah you can adjust the anchor positions of the icon, as well as the icon image. "HUD Settings": { "Command to open the ItemPerks menu": "ip", "Send the icon to access the ItemPerks menu?": true, "Icon position": { "size": 64.0, "offset_x": 0.0, "offset_y": 0.0, "anchor_min": "0.5 0", "anchor_max": "0.5 0" }, "Steam workshop ID to use for the hud icon": 2907569326,
- 204 comments
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- #items
- #enhancement
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(and 6 more)
Tagged with:
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- 1,565 comments
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- #leveling
- #progression
- (and 19 more)
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- 1,565 comments
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- 1
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- #leveling
- #progression
- (and 19 more)
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- 1,565 comments
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- 1
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- #leveling
- #progression
- (and 19 more)
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- 1,565 comments
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- 1
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- #leveling
- #progression
- (and 19 more)
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- 1,565 comments
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- 1
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- #leveling
- #progression
- (and 19 more)
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- 223 comments
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- 1
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- 1,565 comments
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- #leveling
- #progression
- (and 19 more)
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- 1,565 comments
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- #leveling
- #progression
- (and 19 more)
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If you are able to corilate the situation around this triggering, that would be really helpful. For example, OnDispenserBonus is called when a tree is chopped down, or an ore is mined out. Knowing if the player had buffs enabled on them, or if its something related to an item being generated. Have you adjusted the config at all? Edit: I have found a potential cause. Will patch it for next release and see how we go.