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The Real Butter

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Everything posted by The Real Butter

  1. I have the somewhat the same problem. On "Ancient Dam" the NPC's were stuck in the same spot for a min while someone else was taking the monument. Then they fell through the Entire monument onto the ground. On the Temple They all Just Strait fell through the doors/floors and the Stones and were Running under the monument.
  2. Do these effects deal damage if not could we make them?
  3. Could we get a List of items that cannot drop/looted enhanced. So Listed items will not be in the pool to drop enhanced, but can be enhanced with kits. I want no guns to drop enhanced, IDC if they are enhanced after. I'm using: "Use Rust's default loot profile? [true: Will only give items that the container could provide]": true, But Guns are meant to very rare on my server and they drop way to much with this. turning it off makes it worse. Thanks in advance.
  4. Can we get an option in config to put a ability cooldown. between skills. I have a boss using three ability's and i have "Use only one ability at a time? [true/false]": true, But he just uses them 1 second after each other instead of all three at the same time. it would be nice if we could put a cooldown of at least a few seconds between any skill uses. And so you know i have all ability cooldowns at different times but at the beginning of the fight he just pops all three and its a little rough. if they could use one Ability then wait 10 second as configured then use a random other ability that would be awesome! Just in case you are wandering. "All actions that occur with the player within the NPC radius": { "Use only one ability at a time? [true/false]": true, "Radius (to disable all abilities, set the value to 0)": 25.0, "Spikes ability cooldown time (to disable the ability, set the value -1)": -1, "Applied damage to player from Spikes": 0.0, "FireBall ability cooldown time (to disable the ability, set the value -1)": 60, "Applied damage to player from FireBall": 5.0, "ElectricShock ability cooldown time (to disable the ability, set the value -1)": 160, "Applied damage to player from ElectricShock": 0.0, "Wounded ability cooldown time (to disable the ability, set the value -1)": -1, "Freeze ability cooldown time (to disable the ability, set the value -1)": 120,
  5. Assuming the plugin is running fine. Then i would say that you gave them the wrong one. I would check it. And if you are using the "oxide.grant default" style i would recommend you get "Permissions manager" or "admin menu" plugin or something like them. It would make life a little more EZ for you! I would also run "oxide.revoke group default skilltree.admin"
  6. I tried Every type Spawned in. all go to normal bones Just FYI I am on carbon.
  7. It is in normal inventory. I haven't tried backpack. its only from crush skull skinning still give the the Right bones. Crushing don't
  8. { "Main config": { "Debug": false }, "Convert Bones": true, "FX on Fail Crush": "assets/prefabs/misc/halloween/skull_door_knocker/effects/door_knock_fx.prefab", "Bones From Skullcrushing": { "Bear Bones": 30, "Boar Bones": 15, "Chicken Bones": 10, "Horse Bones": 25, "Shark (fish)Bones": 40, "Stag Bones": 15, "Wolf Bones": 20 }, "SkinID's Skulls": { "Bear Skull SkinID": 2582058305, "Boar Skull SkinID": 2582176436, "Chicken Skull SkinID": 2582166639, "Horse Skull SkinID": 2582200089, "Shark Skull SkinID": 2583809564, "Stag Skull SkinID": 2582184045 } }
  9. Crushing skulls don't convert them into the right bone type. It just makes them all Bone frags. My setting in config is "Convert Bones": true,
  10. I guess you you have player revive plugin. The Remove on death doesn't work. The status goes away but you still have the disease. Anyone have a fix? Now after I revive on beach I still have it and the cure I have in the config isn't working as well. More testing Rabies is the only on doing it. Its just broke... Needs a fix
  11. Did anyone get Zombie hordes to work? Also BotRespawn doesnt work. I have scientist scarcrow in the config and they still dont give you the z virus i have all these and none work "scientist": 0.5, "scarecrow": 0.5, "ZombieNPC": 0.5, "zombienpc": 0.5, "CustomScientistNPC": 0.5, "customscientistnpc": 0.5, "chaosNPC": 0.5, "ChaosNPC":0.5, "customNpc":0.5
  12. Ignore this
  13. I'm sure they are working on it!
  14. It was alpha loot I disabled it in the botrespawn config and they have full loot.... Sorry to bother you.
  15. the kit its self is the only form of loot that they have. Then they have the random box loot you can add to them
  16. What they need to drop What they are dropping They was all working before I updated.
  17. Is there a reason that they are no longer dropping full kit. I have Grenades and bean cans and they are no longer dropping them. It looks like they are only dropping the first half of the kit they get not the rest. Edit I do have it where they 100 % drop it.
  18. I was trying to set it up where If you fly around shoot random bases. A player base will say its protected (abandoned bases) and a raid base wont. (Those being pve) and PVP bases are always shown on the map. So if you don't want to buy a base. You can go looking for a raid. then shoot said base (If not a player base) will then be locked to that person. With this setup you have to look for a base and you don't stumble into a pvp zone without knowing and get shot.
  19. Can we get Separate options for PVE vs PVP Bases. Silent spawn/Dome/Map marker Ect. I also Hope you still plan putting Separate command Blacklist option for PVE vs PVP. Thanks again! Have a good day!
  20. Delay doesnt work with DynamicPVP and RaidableBases As of right now....

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