-
Posts
3,904 -
Joined
-
Last visited
Content Type
Profiles
Downloads
Forums
Store
Support
DOWNLOADS EXTRA
Services
Everything posted by imthenewguy
-
Ill need a video on how to replicate this. Any errors in console?
-
What other sources would the player be getting nightvision from?
-
- 1,337 comments
-
- #leveling
- #progression
- (and 19 more)
-
I wont add a skill, but I will add permissions to adjust the chance, so you can crate your own skills in Skill Tree.
-
They are coming in the next release.
-
The plugin conflicts with other plugins
imthenewguy replied to Vasilyi Yrupin's Support Request in Support
There is no API documentation for me to work with. The developer can check to see if the player is an event player when attempting to store the players items, Alternatively they can provide a hook when the player dies to see if they are allowed to store info for revival. -
Why would my plugin handle vanilla items? Its not a loot plugin.
-
My plugin is only responsible for spawning item perk items into containers and crates. You can disable all item perk spawning by setting 0 to all values under"Chance for a player to receive an enhanced item when looting a container [out of 100]".
-
No idea. Never heard of the plugin.
-
The plugin conflicts with other plugins
imthenewguy replied to Vasilyi Yrupin's Support Request in Support
I had a look at the code for RestoreUponDeath, and there are no buttons in the plugin that players can click to get their items back; it just happens when they respawn. What plugin is giving you a button to restore the players inventory? I think I see the cause of the stripping after the second respawn. Will fix that. -
The team removal does not work with clans. It says that in the config. "Allow players to stay in a team when they join the event? [set to true if using any sort of clans or team management plugin]" There are no APIs for me to call to disable or bypass friendly fire for clans, so there isn't much that can be done.
- 210 comments
-
Nah its either all or none.
- 1 reply
-
- 1
-
-
Changed Status from Pending to Closed
-
It happens when a player unlocks a skill that is locked behind a permission. Specifically when granting perms to view trees from memory.
-
- 210 comments
-
Show me your config. Ingredient chance 1.0 does not mean 100% chance of dropping ingredients. Drop weight 1000 does nothing to the drop chance either; just makes that particular item more likely to drop when a successful drop is rolled.
-
You can only edit the xp per level using the x and y field values. "Leveling information. Y value must be set to 2 or 3": { "x": 0.07, "y": 2.0, Go to the main skill tree page, scroll down to "XP Table Info" heading and have a read at how the xp is calculated. There is a table you can use to tweak the values.
-
- 1,337 comments
-
- #leveling
- #progression
- (and 19 more)
-
- 1,337 comments
-
- #leveling
- #progression
- (and 19 more)
-
How do you know it is?
-
My plugin should be having not be affecting velocity for any rockets fired, excluding ones fired by players with the Rocket_Velocity buff. void OnRocketLaunched(BasePlayer player, TimedExplosive entity) => HandleRocket(player, entity); void HandleRocket(BasePlayer player, TimedExplosive timedExplosive) { if (!GetBuffDetails(player.userID, out var bd)) return; if (bd.GetBuff(Buff.Rocket_Velocity, out var value)) { if (!timedExplosive.TryGetComponent<ServerProjectile>(out var projectile)) return; projectile.CurrentVelocity += (projectile.CurrentVelocity * value); } if (bd.GetBuff(Buff.Explosion_Radius, out value) && !config.buff_settings.raid_perk_settings.Explosion_Radius_settings.blacklist.Contains(timedExplosive.ShortPrefabName) && PassRaidableBasesCheck(timedExplosive, Buff.Explosion_Radius)) { timedExplosive.explosionRadius += timedExplosive.explosionRadius * value; if (config.buff_settings.raid_perk_settings.Explosion_Radius_settings.add_to_minimum) timedExplosive.minExplosionRadius += timedExplosive.minExplosionRadius * value; } }
- 1,337 comments
-
- #leveling
- #progression
- (and 19 more)
-
Changed Status from Pending to Closed