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Everything posted by imthenewguy
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Useless items throw players off the server.
imthenewguy replied to Kobani's Support Request in Support
You can add them to the relevant black lists "List of items to blacklist from the Component Luck buff" "List of items to blacklist from the Electronics Luck buff" Just add the item shortname in. -
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How not to reset perks after a wipe??
imthenewguy replied to JagsterWintermute's Support Request in Support
Set "Refund skill points on server wipe" to false -
Health at 500 after leaving the Arena
imthenewguy replied to SlayersRust's Support Request in Support
Changed Status from Pending to Closed Changed Fixed In to 1.0.2 -
It can be as high as you like.
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Set the perkWeight attribute to a higher value. The higher the perkWeight, the more chance that those particular buffs are selected.
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What needs patching besides the pooling?
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Health at 500 after leaving the Arena
imthenewguy replied to SlayersRust's Support Request in Support
Didnt see this one. The issue was patched on the 2nd of July though. -
Can you record footage of you generating an item with the plugin and equipping it? Generate it with ipgive <name> pants Then put them on and open the menu. It works for everyone else, so it's either you have done something wrong or there is a plugin on your server that is conflicting with ItemPerks.
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Have you given the permissions? itemperks.use
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What are you wearing?
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Changed Status from Pending to Closed Changed Fixed In to 1.1.18
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If the plugin doesn't handle it in an additive manner, it won't be compatible with any other yield increasing plugins if its loaded before your loot manager plugin. There are 2 ways a plugin can handle it: a) The plugin SETS the multiplied value. For example if you would normally gather 25 wood, and the plugin is going to change it to 3x, it would set it to 75 wood. This is bad because any plugin that modified it's value is rendered completely useless, as its override entirely when the new plugin SETS the value. Example: SkillTree sees the default 25, works out the player has a 100% boost, and applies an additional 25 wood onto the stack, bringing us to a total of 50 wood. The loot manager then takes priority and SETS the item.amount to 75, nullifying what SkillTree did. b) The plugin ADDS the additional multiplied value. Rather than setting the item.amount to the new value, it simply calculates the difference between where it needs to be (75 - 25) and adds the difference (50). This means that any other plugin that may have handled the item.amount field before this plugin gets to it will still add their values on top of it. Example: SkillTree sees the default 25, works out the player has a 100% boost, and applies an additional 25 wood onto the stack, bringing us to a total of 50 wood. The loot manager then takes priority and ADDS 50 to the item.amount (75-25), bringing us to a total of 100 wood. This means that both plugins were able to add their values. Option b should be the way that any plugin handles the value, unless it fires off before the oxide hook (using Harmony).
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would it be possible to make it compatible?
imthenewguy replied to Nubenegra's Support Request in Support
I cant see any public API settings on there to override damage behavior. Once that is available I can add support for it. It doesn't support tiered prizes directly, only participation rewards based on when they were eliminated. "Prize settings": { "How many prizes should the player receive per claim?": 1, "Prizes": [ { "shortname": "scrap", "min_quantity": 200, "max_quantity": 300, "skin": 0, "displayName": null, "dropWeight": 100 } ], "Economic dollars for winning a match [requires: Economics]": { "min_amount": 0, "max_amount": 0 }, "Server reward points for winning a match [requires: ServerRewards]": { "min_amount": 0, "max_amount": 0 }, "Skill Tree XP given to the player when they win the event [Requires: SkillTree]": 1000.0, "Automatically award the player with their prize (false means the player must type the /sprize command to redeem their prize)": false, "Participation rewards": { "Provide players with a reward for participating in the event?": true, "Modifiers for dying first [1, 1.0 = the first player to die will receive 1x of a random reward]": { "1": 1.0 }, "List of participation rewards [The modifier from the dictionary will multiply the amounts when selected].": [ { "shortname": "scrap", "min_quantity": 50, "max_quantity": 50, "skin": 0, "displayName": null, "dropWeight": 100 } ] } }, -
Changed Status from Pending to Closed Changed Fixed In to 1.0.13
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Changed Status from Pending to Closed Changed Fixed In to 2.0.13
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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); }
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He may be calling my hook to prevent the skill from working: STOnLockpickAttempt or is returning on CanUseLockedEntity.
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Yeah sounds like a conflict.
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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Yeah can add those to next release.
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Changed Status from Pending to Closed
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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.