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MaxiJonson

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Everything posted by MaxiJonson

  1. Thank you for your reply! Looking forward to it!
  2. Hey! Sometimes, the Excavator's supply drop screen is left turned off all the time. Hovering over it shows the "Request Supplies" prompt, as if it's charged and ready, but pressing E does nothing. Reloading the plugin doesn't change anything. However, unloading the plugin will let the screen turn back on (after turning on Excavator manually) so that I can properly call the supplies. Then I can reload the plugin and it will keep working for a while it seems (at least for the rest of the day, until the server restarts). I'll let you know if I figure out reproduction steps, right now it just seems to break at random. VirtualQuarries.json
  3. Hey! There's a command to give multiple wrapping papers at once. So originally, I had my shop let users buy in bulk 10-100 wrapping papers. When you buy it in bulk, it gives you a stack of 100 gift wraps (which is fine), but the problem is if you wrap drugs while the gift wraps are still stacked, it uses the whole 100 gift wraps for a single drug packet. Because of this, i've changed the shop to only sell wrapping paper one at a time, so that stacks never happen, which is pretty inconvenient for large-scale farms. Would it be possible to make it so that gift wrapping on a stack only uses one? Another point that was brought up was the possibility of wrapping multiple drug packets at the same time. Maybe an idea would be that you can drag 100 drug leaves into the stacked gift wraps and then have it so it makes 5 drug packs (assuming 20 per pack). Verbatim feedback from one of the users: Let me know what you think. Thanks!
  4. Nevermind it was a config issue on my end. I have a script that automatically populates the config's `List of NPC types that should not be deleted` and one of the NpcSpawn's preset has a "Scientist". So my script added "Scientist" to the list of exclusions, which is why they weren't being removed.
  5. I was able to recover my custom spawn points by shifting them like so: Missile Silo: +46 on Y (which is odd considering the monument shifted by +20 Y. Maybe try +20 first and if it doesn't work, add another +26) Military Tunnels: +50 on Y (same as the shift for the monument) However, another thing I just noticed is that default NPCs are not being removed like my config is configured to... Unsure if it's related or I (and my players) just never noticed for a while. Though this bug is happening to all my monuments, not just these two. I'll dig around other support cases to see if this was already reported somewhere
  6. Actually, maybe it's not related to that... I tried debugging the value that the DrugsAPI receives, but it's like it's never actually being called // DrugDeals.ConsoleCMD_DD_GiveDrugSeed Puts($"Giving {amount} of {arg.Args[1]} seeds to {target.displayName}"); var item = DrugsAPI.Call<Item>("API_CreateDrugSeed", arg.Args[1], amount); // DrugsAPI.API_CreateDrugSeed public Item API_CreateDrugSeed(string displayName, int amount) { Puts($"CreateDrugSeed: {displayName}, amount: {amount}"); // Output [DrugDeals] Giving 1 of Weed Seeds seeds to MaxiJonson [DrugDeals] ERROR: Incorrect command syntax: givedrugseed <steamid> <drug item display name> <amount> The API log never comes through, as if it never got called...
  7. Hey, this command used to work, but doesn't anymore since this wipe: givedrugseed 76561198240236336 "Weed Seeds" 10 > ERROR: Incorrect command syntax: givedrugseed <steamid> <drug item display name> <amount> It seems the new `arg` syntax doesn't play well with "Spaced Strings"
  8. MaxiJonson

    Console Hook Errors

    Changed Status from Work in Progress to Fixed
  9. Yeah I actually ended up doing something similar too through the Shop plugin since writing this post!
  10. In the meantime, I edited the plugin to add a command that opens it, though it would be nice to have a button in the Black Market (either enableable through the config or automatically shown when the drug dealer is disabled) [ChatCommand("dealer")] private void Cmd_Dealer(BasePlayer player, string command, string[] args) { ShowDrugDealerUI(player); }
  11. Hello! It is possible for players who know about the plugin to manually trigger the Black Market UI by opening the F1 console and entering the command that opens it: DrugDeals_ShowBlackMarketUI Not a huge deal imo, but still wanted to let you know!
  12. Hello! I've disabled the dealer in the config, but how do you sell drugs without the dealer? I would have expected it to become part of the Black Market or have a command to open the sell UI, but can't find a way to sell them...
  13. MaxiJonson

    Console Hook Errors

    Changed Status from Pending to Work in Progress
  14. MaxiJonson

    Console Hook Errors

    Changed Fixed In to 0.5.3
  15. MaxiJonson

    Console Hook Errors

    Just published version 0.5.3 to address the issue. Let me know if you still get the issue!
  16. MaxiJonson

    Console Hook Errors

    Hey sorry you're seeing this! I'll investigate it today. I already have a pretty good idea of why this might be happening, but if you have any more details regarding this, it could help, since I'm not seeing the same behavior on my Oxide production server. Things like: - Framework: Oxide / Carbon - Branch: Production / Staging - What was killed? - What quests were active? (this hook fires when Kill or Loot objectives are in rotation) If you don't know the last 2, no problem, I should still be able to fix it. I'm just trying to understand why I'm not seeing it on my public server or any of my 4 test servers (Oxide/Carbon Production/Staging).
  17. MaxiJonson

    Contracts

    The plugin currently has no SQL features yet, so no... That being said, contracts, categories and plugins are all JSON configs. In order to list contracts through SQL, I imagine the config would need to be SQL-based and not JSON-based. Since the contracts config is quite "polymorphic" (different fields for different type of objectives/conditions), I don't see any plans on supporting SQL-based config anytime soon. Yes! The plugin comes with default Hourly, Daily, Weekly and Wipe categories, but you can define your own with custom durations. You can also configure those from Web editor if you want to pre-plan your contracts/categories before purchasing the plugin. I do plan on eventually adding objective types that focus on other plugins (like "Raid a Hard Raidable Base" from the Raidable Bases plugin). However, in the early stages of the plugin, I want to focus on "vanilla" types. Definitely something that was in the back of my mind since day 1 though, so it's likely to come in the future (just not the near future!). As for other events, it would entirely depend on their API and custom hooks. If they don't expose enough data for plugin interoperability, I won't be able to trigger objective progression from their events. I've never used Quest System, so I don't really have an idea of what they support... If you're comfortable with it, you could send me your configs through Discord so I can use them to build a converter. This does give me an idea to build converters, like for another popular quest system from uMod that I've been using before I built this plugin. Thanks! Not at the moment, but I'll add it to the roadmap of things to do! Not at the moment, but I'll add it to the roadmap of things to do! This was something I considered during development and I'm still torn whether it has its place or not. Right now, you can only duplicate the contract with your different variations. I'll keep it in mind, this could be a nice convenience feature to the alternative. Not at the moment, but I'll add it to the roadmap of things to do! (this is substantial work though so I wouldn't expect it soon) Not at the moment, but I'll add it to the roadmap of things to do! (this is substantial work though so I wouldn't expect it soon) Let me know if you have any more questions! Thank you for considering Contracts! It's still very young so there's a lot more growing opportunity. Looking forward to support the features you mentioned above!
  18. MaxiJonson

    Contracts

    Hey @Reder, sorry for the delay, I just realized I didn't have email notifications setup for discussions! The Command Reward allows for versatile rewards and is probably what you're looking for. In fact, even economics and RP could be given as command rewards. Economics and RP exist for convenience. I'm not familiar with Blood though. If you need help with command rewards, feel free to reach out! Do you mean give a Raidable Base to the player? If so, I couldn't find a command that does this (so a command reward wouldn't work), so I'll have a look at the plugin's API. If it's possible, I'll see if I can add it as a reward. But this entirely depends on what Raidable Bases exposes as API, so I'll have to get back to you on this once I've done some research on it! The plugin already has i18n support, but only english is bundled into the plugin. If you want to add another language (e.g: Russian), you can duplicate the oxide/lang/en/Contracts.json file in oxide/lang/ru/Contracts.json and translate the messages. Noramlly, every text should be backed by localization through Oxide/Carbon's internationalization system, but if you find an English string that doesn't appear in the language file, let me know and I'll add it to the language file.
  19. MaxiJonson

    Contracts

    Version 0.7.0

    27 downloads

    Contracts is a time-rotating quest system plugin that allows you to create versatile quests/missions that rotate periodically. Each contract can have one or more objectives, with multiple objective types to choose from. It doesn't stop there: each objective can be augmented with objective conditions, which add additional requirements in order to progress it. This allows you to define versatile and unique quests: You could have quests as simple as "Kill 5 scientists"... or a little bit more challenging quests like "Kill 5 scientists with an assault rifle" or have crazy requirements like "Kill 5 scientists, with an assault rifle OR an MP5, between 25-50m away, while being below 20 HP, while wearing a bandana and riding a horse". The possibilities are endless! Features Highly customizable quests/missions to help you build your unique set of goals and control difficulty beyond just progression amounts required. Control the flow and order of how contract objectives can be completed. 10+ objective types to vary gameplay across your server 10+ objective condition types to add as many layers of challenge that you want to your objectives Customizable categories and their rotation period, with the possibility to disable rotations altogether and manually control when contracts rotate. Clean UI for browsing and tracking contracts. HUD to track contracts while playing. Permission based features for your VIP members: Max active contracts globally, Max active contracts per category and Max HUD pins. Event logging with JSONL format support Powerful Web editor to make editing your configs a breeze and viewing insightful charts on your JSONL logs Quick Links Discord Server Full Documentation Web Editor Roadmap Motivation The motivation behind the plugin is to give players an evolving gameplay experience on your server with an urgency aspect, with the goal of improving player engagement. Instead of making hundreds of quests available from day 1 and achievable anytime during the wipe, I wanted players to have a sense of urgency and achievement when completing quests. I also didn't want to overwhelm players with hundreds of quests to choose from. Contracts solves this by letting you define any number of contracts and assign them to timed categories that will rotate through a portion of contracts on the period you set them to. The more contracts you have, the more variety you add, without adding the mental burden of choice. Included While you can discard and customize the contracts, categories and presets yourself, the plugin comes with: 4 categories: Hourly (14 contracts), Daily (16 contracts), Weekly (14 contracts) and Wipe (6) 50 contracts designed to touch just about every objective types and objective conditions available. These contracts' difficulty were designed for the category they were assigned to. Full Plugin Documentation Contracts is a very large plugin with a growing number of features. Documenting everything on the Codefling plugin page (here) can be very intimidating, inconvenient to read/search and drive new users away when they see a wall of text. For these reasons, I've created a structured, digestable and detailed documentation website with guides for new Contracts users! Check it out: https://www.rustcontracts.com Web Editor Nobody wants to be writing complex JSON structures by hand! Head to the Web Editor at https://editor.rustcontracts.com , drop your data configs and start editing your configs in a convenient UI. The quality of the editor and its extensive features are on par with the quality of the plugin! This isn't just simple forms and inputs. Editor Features Convenient UI: Edit all your contracts, categories and presets in a Web-based UI. No manual JSON editing required. Rich Editing Experience: Validation, undo/redo from anywhere, ID refactoring, autocomplete fields, optional raw JSON editing and more QoL features. Data Persistence: Save snapshots of your configs and restore or download them at a later time (data saved in your browser). Advanced Data Importing: You can import entire data files or choose parts of them to merge into your working config. This makes importing new default contracts or shared contracts into your existing config a breeze. AI Generated Contracts: Use the prompt given by the editor in ChatGPT/Claude and paste it's response into the editor to generate a contract. Command Palette: Easily navigate through contracts, categories, presets from anywhere in the editor through the command palette. Stats: View your JSONL logs in pre-made charts to gain insights into your contracts, such as pacing and reward balance. Discord Join the official Discord server for support, announcements and more! https://discord.rustcontracts.com
    $29.99
  20. Ahhh ok I understand, thanks for the reply!
  21. This isn't a breaking issue, but the configuration file's "Item Pool" fields across the config keep regenerating and shuffling items around at every server start. I use Git to version my config files locally before they are sent to my real server, so it's a bit annoying to have Convoy configs change constantly... Would it be possible to keep them in the order they are defined in the config? I believe this issue wasn't always there, but I noticed it recently.
  22. MaxiJonson

    2.11.1 Downloads 2.11.0

    Hey! The new 2.11.1 downloads 2.11.0 on Codefling. Not sure if it's an issue on your end or Codefling's? This isn't the first plugin I've seen this happen...
  23. MaxiJonson

    BC Group Manager Support

    Is there a version of BC Group Manager that supports setting gradient colors rather than just solid colors?

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