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Everything posted by imthenewguy
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- 279 comments
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- #enhanced
- #custom loot
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(and 7 more)
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- 199 comments
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- 1
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- #items
- #enhancement
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- 223 comments
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- 279 comments
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- 2
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- #enhanced
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The colour is a floating version of RGB. RGB values max out at 255 for each colour, indicating the full value of the colour, where as floating values max out at 1.0. An example of red in RGB is: 255 0 0 An example of red in float is 1.0 0 0 The 4th value indicates the alpha/transparency. 1.0 means it is solid and not see-through at all, where as 0.0 means it is invisible.
- 1,531 comments
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- 2
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- #leveling
- #progression
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- 39 comments
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- #helicopter
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I think the plugin you are referring to has a button to activate this feature doesn't it? The server doesnt know when a player opens their inventory until an item is moved/used etc, since the action is client side. The only thing I could potentially do is add a button to show a list of all epic loot items in the player inventory when pressed.
- 279 comments
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- #enhanced
- #custom loot
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(and 7 more)
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Deployable nature - change the following config options: "Prevent wild animals from targeting and killing deployed animals?": false (disable deployable animals if there are still issues) "Allow players to use their middle mouse button to remove an item with a hammer (they can still use chat command regardless if they have perms)": false "Display a chat message when a player pulls out a hammer for the first time, reminding them that they can remove deployables": false SkillTreeItems is only subscribed to CanStackItem, CanCombineDroppedItem, OnEntityKill and OnItemAction. The first 2 are unsubscribed if you set the config for stack handling to false (which should be the case if you are using a stacks plugin). The second only pays attention when the action keyword is used, by default it is "unwrap". OnEntityKill only tracks LootContainer class and simply has 2 lines: a null check of the entity and a call to remove the looted container. SkillTree uses Subscribe/Unsubscribe to handle hooks that aren't relevant at the time. If any player lacks the buff that uses a particular hook, it unsubscribes the hook. It also uses the most hooks of all the plugins by far. EpicLoot uses a lot of hooks due to the nature of it and the number of buffs and abilities it has. There is no Subscribe/Unsubscribe method with this one though (is something I will probably need to add). ItemPerks has the Subscribe/Unsubscribe feature.
- 279 comments
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- 1
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- #enhanced
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(and 7 more)
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I would highly recommend switching to the steam workshop image system and upload the images to steam workshop. It will put all of the heavy lifting on the client and it get cached in their client between sessions which is nice. Ill look at putting a guide in my discord if you aren't familiar with how to do it.
- 1,531 comments
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- #leveling
- #progression
- (and 19 more)
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- 1,531 comments
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- #leveling
- #progression
- (and 19 more)
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- 1,531 comments
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- 1
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- #leveling
- #progression
- (and 19 more)
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- 1,531 comments
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- 1
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- #leveling
- #progression
- (and 19 more)
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- 1,531 comments
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- #leveling
- #progression
- (and 19 more)
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- 199 comments
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- #items
- #enhancement
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(and 6 more)
Tagged with:
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- 199 comments
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- #items
- #enhancement
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(and 6 more)
Tagged with:
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- 199 comments
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- #items
- #enhancement
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(and 6 more)
Tagged with:
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- 1,531 comments
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- #leveling
- #progression
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This is the snippet of code that handles the recycling from my end. void OnItemRecycle(Item item, Recycler recycler) { if (string.IsNullOrEmpty(item.text) || !HasPerks(item.text)) return; var perks = GetPerkCount(item.text); if (perks == null) return; BasePlayer player; if (!RecyclerPlayers.TryGetValue(recycler, out player) || !permission.UserHasPermission(player.UserIDString, perm_recycle)) return; if (player == null || !player.IsConnected) { RecyclerPlayers.Remove(recycler); return; } float chance = GetModifiedRecyclerChanceTarget(player, config.enhancementSettings.enhancement_kit_settings.recycle_settings.perk_kit_chance); foreach (var kvp in perks) { var roll = UnityEngine.Random.Range(0f, 100f); if (roll >= 100 - chance) { var kit = CreateEnhancementKit(kvp.Key); if (!kit.MoveToContainer(recycler.inventory)) kit.DropAndTossUpwards(recycler.transform.position); if (!string.IsNullOrEmpty(config.enhancementSettings.enhancement_kit_settings.recycle_settings.success_effect)) RunEffect(player, config.enhancementSettings.enhancement_kit_settings.recycle_settings.success_effect, recycler.transform.position); } } WipeDictionary(perks); return; } private void OnRecyclerToggle(Recycler recycler, BasePlayer player) { if (recycler.IsOn()) { RecyclerPlayers.Remove(recycler); return; } if (player == null) return; if (config.enhancementSettings.enhancement_kit_settings.recycle_settings.perk_kit_chance > 0) { if (!RecyclerPlayers.ContainsKey(recycler)) RecyclerPlayers.Add(recycler, player); else RecyclerPlayers[recycler] = player; } float value = GetTotalPerkMod(Perk.Environmentalist, player); if (value == 0) return; float modifiedSpeed = 5 - (5 * value); if (modifiedSpeed < 0.01) modifiedSpeed = 0.01f; recycler.CancelInvoke(nameof(recycler.RecycleThink)); timer.Once(0.1f, () => recycler.InvokeRepeating(recycler.RecycleThink, modifiedSpeed - 0.005f, modifiedSpeed)); } Do you see any obvious conflicts? Perk.Environmentalist is the perk that changes the speed of the recycler. If they don't have that perk it shouldn't cancel the RecycleThink method. So long as OnItemRecycle is being called correctly and fed non-null information, it should work fine.
- 199 comments
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- #items
- #enhancement
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(and 6 more)
Tagged with:
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- 199 comments
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- #items
- #enhancement
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(and 6 more)
Tagged with:
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- 199 comments
-
- #items
- #enhancement
-
(and 6 more)
Tagged with:
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- 199 comments
-
- #items
- #enhancement
-
(and 6 more)
Tagged with:
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- 199 comments
-
- #items
- #enhancement
-
(and 6 more)
Tagged with:
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- 279 comments
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- 1
-
-
- #enhanced
- #custom loot
-
(and 7 more)
Tagged with:
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- 279 comments
-
- #enhanced
- #custom loot
-
(and 7 more)
Tagged with:
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- 1,531 comments
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- 1
-
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- #leveling
- #progression
- (and 19 more)
