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imthenewguy

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Everything posted by imthenewguy

  1. Version 1.0.17

    3,171 downloads

    This plugin can be used by developers to manage their arena games etc. Developers can use this to handle the entry/exit of players into their games. The plugin will be primarily used by my HungerGames, ScubaArena and Skirmish game (soon to be released). It features: Registration calls to create and register the event with the plugin. Automatic running of the events in order, so you can have multiple event plugins running 1 after the other (configurable). Strip and save the players current inventory, and restore it after they leave the game. Store and restore the players metabolism stats when they join/leave the game. Register a destination for players to teleport to when joining the game. Command black listing. Build in hook management for popular plugins such as Backpacks and kits. API void EMCreateEvent(string eventName, bool automatic_start, bool stripItems, bool leaves_event_on_death, bool full_health_on_join, bool give_items_back_on_respawn, bool full_metabolism_on_join, Vector3 teleport_destination) Creates the event and allows the developer to specify the settings: eventName: the name of the event. this.Name is recommended. automatic_start: enrolls the event to be scheduled and ran by EventHelper. stripItems: strips the players items and stores them in the data file. Items will be returned upon leaving the event, or when they respawn after they have left the event unless give_items_back_on_respawn is set to false. leaves_event_on_death: Kicks the player from the event when they die. full_health_on_join: Stores the players health into the data file and sets their health to max. give_items_back_on_join: Gives the players items back when they leave the event, or when they respawn after leaving the event. If set to false, they will need to use the /recoveritems command to get their items back.This is useful if a server is running plugins such as kits, which wipes the players inventory to give the player a kit. full_metabolism_on_join: Saves and restores the players metabolism before and after a game. teleport_destination: The location that a player will teleport to when joining the game. Set to Vector3.new if you do not want them to teleport. void EMExternalPluginSettings(string eventName, bool canDropBackpack = false, bool canEraseBackpack = false, bool canOpenBackpack = false, bool canBackpackAcceptItem = false, bool canRedeemKit = false, bool CanLoseXP= false) Sets up the external plugin settings for the event. eventName: The registered name of the event. canDropBackpack: Backpack plugin. canEraseBackpack: Backpack plugin. canOpenBackpack: Backpack plugin. canBackpackAcceptItem: Backpack plugin. canRedeemKit: Can the player redeem kits. CanLoseXP: Can the player lose xp when dying in the game. void EMBlackListCommands(string eventName, string[] commands) Use to submit a list of commands that cannot be run while at the event. void EMRemoveEvent(string eventName) Removes the event from EventHelper. This will automatically trigger the EMPlayerLeaveEvent hook for each player if the event is active. void EMManuallyStarted(string eventName) Flags the event as manually started, preventing it from being run automatically if opting in for automatic_start. void EMUpdateLobby(string eventName, Vector3 pos) Allows you to update the lobby destination after an event has been created. void EMStartEvent(string eventName) Triggers an event to start. Marks the event as running so it can be used with the EMEndEvent hook. Call this when you want the game to start. void EMEndEvent(string eventName) Triggers the event to end. Goes through each participant and calls EMPlayerLeaveEvent on them before clearing the participants. Also resets manually_started to false and triggers the EMEndGame hook. bool EMEnrollPlayer(BasePlayer player, string eventName) Enrolls a player into the event. Follows the instructions of the EMCreateEvent settings by stripping items, setting health and metabolisms, as well as teleporting the player to the arena. Also checks for crafting queues, black listed items and escape blocks. Returns true if the player was enrolled successfully. void EMPlayerLeaveEvent(BasePlayer player, string eventName = null) Removes the player from the event. Strips the items that they have received from the event, then optionally restores their previous items, teleports them to the location that they were at prior to joining, sets their health and their metabolism etc, or will tell them that they need to use the command in order to get their inventory back. bool EMIsParticipating(BasePlayer player, string eventName) Returns true if a player is participating in an event (using the participants list associated with the event itself). bool EMAtEvent(ulong id) Returns true if a player is at an event (using the playerdata records). bool AddBan(BasePlayer player, string event_name) Bans the player from the specified event. bool RemoveBan(BasePlayer player, string event_name) Unbans the player from the specified event. Hooks void EMEndGame(string eventName) Is called when the game ends. Chat commands ehban <target name/id> - bans the player from all events globally. ehunban <target name/id> - unbans the player from all events globally.
    Free
  2. You should be able to create a new lang file for the desired language. Open the Professions.json file in oxide\lang\en\ and save a new copy of it under a different language folder (instead of en, save it under ru etc). Translate the messages for each depending on the language.
  3. I believe i fixed this in 1.1.0. Can you please confirm? Also I added the black list in. Good idea!
  4. Big update has been pushed out. If you haven't left a review of the plugin yet, I would really appreciate some feedback
  5. When the plugin unloads, the horse stats are adjusted to their original values. The horse won't have its speed adjusted unless a player with the perks mounts it, in which case it will increase its speed. I have added a config option in the next update to allow for the attributes to be selected, so you can only increase the horses run speed and not its turn and trot speeds when mounted.
  6. Had a quick look at gather manager and it seems to manipulate the yields the same way that my plugin does as well (cumulatively). The way the the 2 would work would be that both base their modifiers on the default value, and add their additions over the top of it. For example, you have a 2x modifier for gather manager, and a 100% yield increase from Skill tree, and would normally only receive 1000 wood (vanilla rates), you would receive 3000 wood with both modifiers applied. Alpha loot I am not sure of. We stopped running it as we did not require it anymore. The way my plugin applies the loot is to add an additional loot slot to the container once spawned. So long as Alpha loot doesn't clear the contents of the container, it SHOULD work, but I'm not too sure. Worst case you can disable those buffs and replace them with more gather yield buffs etc.
  7. Will add hemp to the next release. Regarding damage with ranged weapons, it would be quite resource intensive checking each item whenever a bullet/explosion etc hits it, since these items aren't a part of the BaseCombatEntity class (meaning they can't actually take damage). The only work around would be to monitor each time a bullet lands somewhere and scan the list of deployed objects to see what entity was hit. This can be quite cumbersome when you are working with multiple players spraying automatic weapons at entities (bases, deployables etc). A work around to prevent OP base designs using rocks/trees etc would be to add a console command to kill all entities of a particular type (trees, rocks and bushes).
  8. imthenewguy

    Cooking

    When I have enough content to warrant a release or a major bug rears its head.
  9. Mind pasting the whole error?
  10. Have implemented a fix for the refund issue doing it based on craft task, not per crafted item.
  11. imthenewguy

    Cooking

    Will add a console command to do that.
  12. imthenewguy

    Cooking

    I will change the config to allow for the owner to set the container prefab in the config, instead of "small" or "large". So long as it uses the StorageContainer class it should work. Regarding API, would only need a call before the sort happens asking if it can happen. IE: CanQuickSort(uint id) or CanQuickSort(StorageContainer), where if we return false (or a non-null value of it's written that way), it cancels the request.
  13. 1.0.6 fixes the buff issue. Not sure why the yield wouldn't be working. You may have something conflicting with it.
  14. "Format for BetterChat title showing the playeres level. Set to null to disable.": "<color=#{0}>[Lv.{1}]</color>", "Default colour for BetterChat xp titles": "6D3D23", Those are the default values from memory. <color=# is what is used to colour the text. {0} is the argument used to colour the text, taken from the default colour. {1} is the level itself. Colour uses a hash color. You can pick a colour from here: https://htmlcolorcodes.com/
  15. I found the issue. It is the way that the data is handled when the player disconnects. Effectively the player is doubling their stats each time they disconnect and reconnect, since I didn't clear the instanced buff data, and added the saved data to the existing instance on connect. The restart or unload/reload of the plugin wipes the instanced data, hence why it was correcting the problem. It was written in a way to remove unnecessary data from memory, but I forgot to clear it when the user disconnected. Will add to todays patch. Edit: Update pushed (1.0.6)
  16. If you can keep an eye out for what might trigger this, be a respec or something else, I would appreciate it. Cannot seem to find an issue with the code that might cause this.
  17. Do you know if the values of the buff are what you are receiving in benefits, or if it uses the new values? Also what version are you running?

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