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imthenewguy

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Everything posted by imthenewguy

  1. It doesn't add to raidable base loot automatically, nor does the plugin say that it does. You can manually add them into the raidable base loot tables via the raidable base configs/data files. It adds to containers fine. If not, then there is another plugin on your server (not BetterLoot) that is causing the issue. RestoreUponDeath also supports the text field, so it should be restoring it fine. It's not an issue on other servers that run it, which is a large amount of PVE servers. public static Item CreateItem(ItemData itemData) { Item item = ItemManager.CreateByItemID(itemData.itemid, Mathf.Max(1, itemData.amount), itemData.skin); if (item == null) return null; item.condition = itemData.condition; item.maxCondition = itemData.maxCondition; if (itemData.displayName != null) { item.name = itemData.displayName; } if (itemData.text != null) { item.text = itemData.text; } item.flags |= itemData.flags; if (itemData.frequency > 0) { ItemModRFListener rfListener = item.info.GetComponentInChildren<ItemModRFListener>(); if (rfListener) { PagerEntity pagerEntity = BaseNetworkable.serverEntities.Find(item.instanceData.subEntity) as PagerEntity; if (pagerEntity) { pagerEntity.ChangeFrequency(itemData.frequency); item.MarkDirty(); } } } if (itemData.instanceData != null && itemData.instanceData.IsValid()) itemData.instanceData.Restore(item); FlameThrower flameThrower = item.GetHeldEntity() as FlameThrower; if (flameThrower) flameThrower.ammo = itemData.ammo; if (itemData.contents != null && item.contents != null) { foreach (ItemData contentData in itemData.contents) { Item childItem = CreateItem(contentData); if (childItem == null) continue; if (!childItem.MoveToContainer(item.contents, contentData.position) && !childItem.MoveToContainer(item.contents)) item.Remove(); item.MarkDirty(); } item.contents.MarkDirty(); } if (itemData.container != null) { if (item.contents == null) { ItemModContainerArmorSlot armorSlot = FindItemMod<ItemModContainerArmorSlot>(item); if (armorSlot) armorSlot.CreateAtCapacity(itemData.container.slots, item); else { item.contents = Pool.Get<ItemContainer>(); item.contents.ServerInitialize(item, itemData.container.slots); item.contents.GiveUID(); } } itemData.container.Load(item.contents); } // Process weapon attachments/capacity after child items have been added. BaseProjectile weapon = item.GetHeldEntity() as BaseProjectile; if (weapon) { weapon.DelayedModsChanged(); if (!string.IsNullOrEmpty(itemData.ammotype)) weapon.primaryMagazine.ammoType = ItemManager.FindItemDefinition(itemData.ammotype); weapon.primaryMagazine.contents = itemData.ammo; } return item; }
  2. Explain to me how it doesn't work with RaidableBases, betterLoot, Restore upon death?
  3. Send me a DM with what's required to get it working and I'll look at adding it.
  4. The developer needs to persist the item.name field for EpicLoot and item.text field for ItemPerks or the items break.
  5. Will add to next release.
  6. Rule of thumb: if you cant spawn it with the spawn command in console, it wont work in the plugin. Lmk if you find any good ones.
  7. Yeah I made a mistake with the version number when I pushed the update. It is 1.0.8, it just shows as 1.0.7. /* 1.0.8 * Fixed an issue with permissions being checked each time a group received a new permission. */ namespace Oxide.Plugins { [Info("Hardy Planters", "imthenewguy", "1.0.7")] [Description("Planterboxes that require no light or water to grow")] class HardyPlanters : RustPlugin
  8. Everything that is possible to add for rocks has been added. I believe most spawnable furniture has been added as well.
  9. You'd need to build something to handle that.
  10. You'd have to ask the ShoppyStock dev if it supports the item.text field.
  11. Yeah I can look into it.
  12. I tried that. It just kept swimming away I'll have to give it another crack.
  13. imthenewguy

    Gun Game

    You can only use in-game effects, and only server side ones. In the config: "Effect to play when a player is killed" "Effect to play when a player progresses" "Effect to play when a player partially progresses"
  14. There are no config options to adjust the UI colours
  15. imthenewguy

    Gun Game

    I badly want this. I have never played around with out of game sounds before, so wouldn't know where to start. I used to be huge into the cs:s modding/mapping scene back in the day
  16. Your screenshot answers your question.
  17. That does not look like any of the later versions of the plugin. Please submit a support ticket.
  18. Set the TaskType to KillNpcSpawn. NpcSpawn is the dependency for BetterNpc I believe.
  19. Unfortunately it is a limitation with not using the native vending system.
  20. Yeah a command wouldn't be a bad idea. I'll look into it. If it's something I implement for items, then ill add support for econ/sr as well.
  21. I do support it. This is for generally discussions about the plugin (pre-sale questions etc). Support is handled in the support area of the site, like all other plugins.
  22. I can update the default config, but you will need to manually add them to your pre-existing config.
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