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imthenewguy

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Everything posted by imthenewguy

  1. Nah you can't. Its specifically for the ultimate. It's odd that you are struggling with ImageLibrary. I don't have any issue on any of my test servers and my main server. Is handled automatically each wipe. Takes a few minutes to appear sometimes, but they do eventually get cached.
  2. Yeah I hate when you get flagged for too many requests to imgur. Just tested on my server and it appears to be working fine. I imagine you have a number of plugins that request images from Imgur? I am contemplating removing ImageLibrary as a requirement, as Facepunch allow us to cache images natively now, but it will involve creating a workshop item for each icon, which means adding custom ingredients/recipes etc becomes a step harder.
  3. Hey mate, would it be possible to add a hook when the missile is being added to a crate? I became aware of an issue with this plugin and my event plugins when my friend purchased it for our server, since this uses the OnLootEntity hook to add the predator to my containers after spawn, which messes up the game. Something like this would be cheap and awesome if (UnityEngine.Random.Range(0f, 100f) <= _pluginConfig.LootContainers[lootContainer.ShortPrefabName] && Interface.CallHook("OnPredatorLootAdd", player, lootContainer) == null) This would allow me to return a non-null value and prevent it being added to any event containers
  4. Not directly in the plugin, unless you have a shop plugin that can run a command on purchase.
  5. You can probably find a plugin that prevents it and create your own tree using perms.
  6. imthenewguy

    Cooking

    I can look into it for sure.
  7. I think you have made the pump bar too long on the x axis. The default difference between min_x and max_x is approx 132. The difference between yours is approx 447. Lower the difference between the 2 numbers so that there is a 132 difference and it should work.
  8. Yeah could be the way stacks are handled. I don't really handle stacks using this plugin as most servers run some form of stack manager.
  9. Shouldn't be possible for the current version to do that. void ConfirmSalvage(ConsoleSystem.Arg arg) { var player = arg.Player(); if (player == null) return; var id = Convert.ToUInt32(arg.Args[0]); var item = player.inventory.AllItems()?.FirstOrDefault(x => x.uid == id); if (item != null) { CuiHelper.DestroyUi(player, "EpicSalvager_SalvagerMenu"); var tier = GetBuffTier(item.name); int amount; if (!config.scrapper_settings.scrapper_value.TryGetValue(tier, out amount)) return; item.RemoveFromContainer(); var payment = ItemManager.CreateByName(config.scrapper_settings.currency_shortname, Math.Max(amount, 1), config.scrapper_settings.currency_skin); if (payment == null) return; if (!string.IsNullOrEmpty(config.scrapper_settings.currency_name)) payment.name = config.scrapper_settings.currency_name; player.GiveItem(payment); NextTick(() => { item.Remove(); }); EpicSalvager_SalvagerMenu(player); PrintToChat(player, $"You received {amount} {CurrencyName}."); } else PrintToChat(player, "Invalid item."); } This is the method responsible for it here. Just under where the payment is created with ItemManager, it checks the config settings for the currency name, and as long as the field isn't empty, it will assign the name to it and give it to the player. Does the player get a chat message saying "You received x SV comps" when they salvage them?
  10. I won't be adding flat yield multipliers that arent skill related to the plugin as there are plenty out there that can add that functionality. Skill nodes aren't perm based. There isn't a way to prevent players from accessing the node if it is enabled on the tree, and they have access to the tree.
  11. Try using the internal give command for SkillTree: stgiveitem {id} <shortname> <quantity> <skinID> <displayName> Example: stgiveitem {id} chicken.cooked 1 2860127847 Homemade Moonshine
  12. The only thing you could do is assign a permission on unlock by adding it to the skill in the config. There are some examples in discussions of how to accomplish this, or you can use the /addtestpermsnode command while in game to have an example perm added to the cooking tree. If the command isnt related to permissions, you will need someone to build you a plugin to achieve this. You can remove perks or simply disable them by setting "enabled" to false, or you can change them to be a different perk all together, OR use permissions.
  13. imthenewguy

    Cooking

    Added to the next release.
  14. Unfortunately this isn't a plugin I would add a leveling system to and the way the weighted drop chances work would prove difficult to manipulate
  15. It tells you in the chat box when you unlock it, or toggle it off/on via the Ultimate Settings in your Skill Tree menu. You use the chat command.
  16. Not really. The only adjustment is for scavenger drops, where you can set the min and max values.
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