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imthenewguy

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Everything posted by imthenewguy

  1. That's a cool idea. I think what they were after was a way to set the cost based on the amount of respecs that the player has taken. IE respec one would be at x scrap per sp. respec 2 would be slightly higher respec 3 higher again etc
  2. Hey mate, Not too interested in a prestige system as the plugin allows for a large amount of options for grind, duration etc as is. Multiple buffs per node wont be a thing. The only exception to this is permission based buffs being added to regular buff nodes etc (which is currently a thing). If the authors of the events can provide that info I would be more than happy (and would much rather) a shared xp system. What I have implemented is what is possible though. Not too interested in loadouts. Don't see much value for it myself but if a lot of people ask for it I can look more into it. I do like the idea of a more expensive respec cost. I can look at adding a modifier and tracking the amount of respecs done per data wipe per player. Would this be in addition to the scrap value, or would it be a separate system by itself? This is doable but would be very expensive on server resources. I would have to have a separate group of sources for shared xp. Please submit a support ticket.
  3. Hey thanks for the feedback. I have been away since last Wednesday (still away) and I dont have access to my files at the moment but I will respond the best I can. Im not sure I will do a rewrite to allow adding multiple base stats as the way this functions at the moment is as intended. The only way to exceed the maximum hp in rust is to modify the same stuff that the max health teas do. This adds a lot of conflicts for other plugins and the teas themselves which can be a bit of a minefield to cover. Not ruling it out; would need to write it in a way that handles all bases. If I do, it would probably be used in my other plugins as well. Adding a bonus to increase the xp for skill tree could be easily achieved by adding permissions in the config of skill tree with the desired modifiers (+0.05x, +0.1x etc) and attaching a permission name to it. You can then add the permission as a bonus to the set when the item is equipped. I will look into explosion damage increase for raidable bases. I will look into a luck based system for barrel smashing. I will look into the NRE.
  4. imthenewguy

    Cooking

    planned but no release date. Isn't a simple thing to do based on how it's coded.
  5. Yeah quite possibly. I will null check the team and see how that goes.
  6. When did it start happening, and when did you start using the umod plugin?
  7. Known error at the moment. Trying to figure out what is causing it.
  8. There is a config option that exists in EventHelper that is used to handle the conflict for auto kit. It forces it to fire later or require a command for players to get their items back.
  9. I cannot seem to replicate the error here. Do you know what circumstances may be triggering it?
  10. imthenewguy

    Casinos

    Will add to the next release.
  11. imthenewguy

    Cooking

    Not at this point. I do need to update the UI so it can be moved.
  12. Hi please update umod to the latest version to fix this issue.
  13. HMU on discord if you would like to discuss it further.
  14. The plugin has 24 base set types (miners, transporters etc). It also has 28 set bonuses. Items are assigned with 1 buff, which prefixes the item. That buff then has access to set bonuses, which are unlocked as the player equips more of the same piece. IE 1 Miners item gives no set bonus, 2 Miners items gives a setbonus, 4 miners items give more set bonuses etc. You can customize the set bonuses to your liking and add/remove/change them as you please. The buff values can be changed to your liking. You can not add multiple buffs to an item, only setbonuses. IE you cannot have Miners and Crafters on the same piece, but you can have Miners give the Lead and Smasher perks if the player was to equip more than 1 piece.
  15. There is a console command for the plugin that allows for items to be generated for a player. You can use arguments to specify the item type, buff type and tier that the item will be. genitem <steam ID> <item shortname> <buff type> <tier> Example: genitem 76561197988695317 pants Miners s Would generate a set of pants with the miners buff and a modified that falls within the s tier, and gives it to the player with 76561197988695317. As long as GUIShop supports console commands that require player steam IDs, and arguments, it should work ok.
  16. Not sure why it would, unless the interaction of opening up a crate has changed.
  17. If you are using a plugin that runs a command in exchange for scrap, econ, srp or even real money, you can have it run the console command: givexp <steam ID> <amount>
  18. Did you follow the video and put it in with RustEdit?
  19. Higher = more likely. It adds the total weights together and rolls a number between 0 and the total value, choosing the profile that it lands on. Example: Primitive weight = 100 Modern weight = 50 Rolls a random number between 0 and 150. Roll = 87, so it chooses primitive. If the roll had been 101+ it would have been modern.
  20. Can you not create a group called nightvision, assign the permission to that group, and have the shop move the players to/from the nightvision group instead? I can look into disabling NV support.
  21. Not something I would add as each skill is coded in a different way, so I would have to amend all skill types with the ability to disable them. The only work around would be what Hawkhill said; reset their skills so their points are refunded and revoke access to the skilltree.,tree perm.
  22. The ingredient bag isnt a container item; it is simply an access point. EventhHelper shouldnt be messing with it.
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