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Everything posted by imthenewguy
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You have completely messed up the json formatting. I would regenerate the config and try it again. This is the formatting that EACH level reward needs to follow (each level needs the list of commands and chat messages, and the list of reset commands, even if the list is empty): "List of rewards the player receives based on level": { "100": { "List of commands and chat messages that the player receives when reaching the specified level [Left = command. Right = Private message to player]. {id} = steam ID. {name} == name.": { "say <color=#ffae00>{name}</color> reached level <color=#4cff03>100</color>!": "You have reached a milestone level!" }, "List of commands that are fired off when the player data is reset": [ "say Test data reset." ] }, "90": { "List of commands and chat messages that the player receives when reaching the specified level [Left = command. Right = Private message to player]. {id} = steam ID. {name} == name.": { "say <color=#ffae00>{name}</color> reached level <color=#4cff03>90</color>!": "You have reached a milestone level!" }, "List of commands that are fired off when the player data is reset": [ ] } },
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iBAG eating items/problems with stack sizes
imthenewguy replied to XanderOsirus's Support Request in Support
Set the stack/split handling config options inside of Cooking to false.- 1 reply
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Do you have a permission manageR? If so, show me your permission setup for you specifically.
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- 8 comments
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- #collecting
- #item
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(and 7 more)
Tagged with:
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- 151 comments
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- 1
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- #items
- #enhancement
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(and 6 more)
Tagged with:
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- 1,333 comments
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- #leveling
- #progression
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You get xp each time an item is crafted, so long as its vanilla crafting system and not anoither plugin cancelling the vanilla invoke and handling crafting on its own.
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This issue is literally not happening for anyone else mate. Also the crafting issue is completely different to the errors above. How often are you having to reload the plugin?
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Changed Status from Pending to Closed
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What are you talking about?
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I will add the description for noscoreboard, but the others are explained in the config. "Modified max skill points based on permissions [must be higher than default]") "Modified max skill points based on permissions [must be higher than default]" "Permission based level requirement override" "Permission based point requirement override" "Permission based modifiers [1.0 = no reduced amount]" "Dictionary of permission based overrides for starting skill points" "Modifiers based on permissions to adjust the rested xp value [1.0 = 100% increase. 0.0 = no increase]"
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What if you change to oxide?
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That is a Carbon issue.
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Changed Status from Pending to Closed
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Have you tested this yourself?
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Are your players removed from team when they join the lobby?
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How often is this happening?
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Send me a PM and mention that we spoke here
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It will be out when it's out mate. You can join the discord for early access if you need it though.
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Oh, do you have EventHelper?
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- 1,333 comments
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- #leveling
- #progression
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Changed Status from Pending to Closed
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will they Spawn from AlphaLoot by default?
imthenewguy replied to GooberGrape's Support Request in Support
They should work fine with alpha loot as they aren't added to a container until the first player loots it. -
- 1,333 comments
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- #leveling
- #progression
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spams chat when settings set to faulse
imthenewguy replied to GooberGrape's Support Request in Support
It was added in 1.0.7 This is the code with comments showing that it does not send if those options are set to false. foreach (var player in BasePlayer.activePlayerList) { // This is the string that is built to send through chat, UINotify and SendGUIAnnouncement string str = string.Format(lang.GetMessage("BuildingCreated_Success", this, player.UserIDString), GetGrid(pos, false), Math.Round(randomTime, 0)); // This handles sending the message via chat. The send_chat_announcements is that config option. If its false, the code won't reach the PrintToChat method. if (config.notificationSettings.send_chat_announcements) PrintToChat(player, str); // This triggers SendGUIAnnouncement method, which handles the checks in the method itself. SendGUIAnnouncement(player, str); // This handles sending the message via UINotify. It won't reach the method if send_on_spawn is set to false. if (config.notificationSettings.UINotify.send_on_spawn) SendNotify(player, str); } This the code the SendNotify, showing that there are no chat message methods inside of the SendNotify method. void SendNotify(BasePlayer player, string message) { if (string.IsNullOrEmpty(message)) return; if ((Notify != null && Notify.IsLoaded) || (UINotify != null && UINotify.IsLoaded)) Interface.Oxide.CallHook("SendNotify", player, config.notificationSettings.UINotify.type, message); } Short of the notify plugin having built in chat messages (why would it), it should not be sending chat messages. This is also the SendGUIAnnouncement method for reference. void SendGUIAnnouncement(BasePlayer player, string message) { if (!config.notificationSettings.GUIAnnouncements.enabled || GUIAnnouncements == null || !GUIAnnouncements.IsLoaded) return; GUIAnnouncements.Call("CreateAnnouncement", message, config.notificationSettings.GUIAnnouncements.banner_colour, config.notificationSettings.GUIAnnouncements.text_colour, player, config.notificationSettings.GUIAnnouncements.position_adjustment); }