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Version 1.3.4
246 downloads
Introduce a new way for players to earn Economics or SR Points selling illicit goods when you let your players become The Dealer. RELIES ON - Economics, ServerRewards, ImageLibrary OPTIONAL PLUGINS - Kits, MarkerManager The plugin autodetects any FP monument on your map, even the mini ones, and randomly finds a pos for the NPC to wait. Players use a Burner Phone (configurable), To call up a buyer to sell your configured items. When a Buyer is called, (MarkerManager if installed) will show a point on the map as well as a $ ping on Compass. You can set Min Max Bonus, and it will randomly discount or increase the amount the player earns. Sales can be logged to Discord. Majority of Messages are sent via Toast. If a player doesn't make it in time, the Buyer sends the player a message via Toast. If a player makes some sales, the Buyer thanks the player via Toast. Buyers are Locked to the caller, and will deny via message other players, that they are waiting for the original caller. Outfit your Buyer as you Like. If you have Law Enforcement on your server, They can be notified as well randomly based on your config settings. BURNER PHONE WHEN ADDING THE BURNER PHONE TO YOUR LOOT TABLE, MAKE SURE THE SKIN MATCHES, THE ITEM WORKS WELL WITH A SMALL HALLOWEEN LOOT BAG AS ITS SHORTNAME. Using a Burner Requires the Use Permission. IN DEMAND ITEM SYSTEM This is an optional section that provides strategy and can make lower value items, higher with a random chance. On load the plugin will roll this plugin and the drugs plugin if the integration is enabled. When an item is in demand, the min max random variation modifier is ignored and this percentage booster kicks in. This can use a float value if using Economics or Server Rewards, or use ints when using custom currency, ex. 1,2,3,4,5 as you cannot give fractional items. REPUTATION SYSTEM The Reputation System Grants a boost to Base Sale Price via %, Be aware of your Variations if using this. On Reputation Level Up, This will log to discord, and also send a toast to the player. Upon Reputation Level Up, Amount Sold Difference will carry over to the next levels progress. Level Calculation is handled with the amount of items that were sold to the buyer after they leave the Island. 0.01 = 1% Boost COMMANDS /WHERE - TELLS THE PLAYER WHERE THE BUYER IS HEADED TO, OR TO USE A BURNER PHONE IF THERE IS NO PAIRED BUYER /GIVEBURNER - ADMIN COMMAND - DEPOSITS BURNER PHONES TO YOUR INVENTORY FOR TESTING /GIVEDEALERLOOT - ADMIN COMMAND - DEPOSITS MARKETABLE ITEMS TO YOUR INVENTORY FOR TESTING /CHECKREP- SHOWS THE PLAYERS CURRENT REP AND BOOST /TOPDEALERS - SHOWS THE CURRENT STANDINGS /INDEMAND - SHOWS WHAT ITEMS ARE IN DEMAND TO EXECUTOR CONSOLE COMMAND WIPEREP - Will Wipe all Reputation Data - Requires Admin. Demonstration Video CONFIG { "In Demand Item Setup": { "Max In Demand Items": 5, "Min In Demand Multiplier (USE INTS FOR CUSTOM CURRENCY ITEMS 1,2,3 ETC.)": 0.1, "Max In Demand Multiplier (USE INTS FOR CUSTOM CURRENCY ITEMS 1,2,3 ETC.)": 0.5, "In Demand Item Cycle Time In Minutes": 120 }, "Enable Reputation Levels?": false, "Wipe Reputation Levels On Wipe?": false, "Wipe Sale Data Leaderboard On Wipe?": false, "Announce Top Ranks To Discord?": false, "Announce Top Ranks To Chat?": false, "Enable Kingpin Overtakes?": false, "Minimum Amount of Items Traded to Be earn Kingpin?": 10000, "Kingpin Group Name?": "Kingpin", "Announcement Interval In Seconds? 0 = Disabled": 0, "Discord Webhook URL For Top Ranks": "INSERT_WEBHOOK_URL", "Reputation Levels 0.01 = 1% Boost To Sales (Increases Base Sale Price, Keep in Mind Variation Settings)": { "1": { "Items To Be Sold To Advance Current Rep Level": 200, "Bonus Percentage For This Rep Level": 0.01 }, "2": { "Items To Be Sold To Advance Current Rep Level": 300, "Bonus Percentage For This Rep Level": 0.02 }, "3": { "Items To Be Sold To Advance Current Rep Level": 400, "Bonus Percentage For This Rep Level": 0.03 }, "4": { "Items To Be Sold To Advance Current Rep Level": 500, "Bonus Percentage For This Rep Level": 0.04 }, "5": { "Items To Be Sold To Advance Current Rep Level": 550, "Bonus Percentage For This Rep Level": 0.05 }, "6": { "Items To Be Sold To Advance Current Rep Level": 600, "Bonus Percentage For This Rep Level": 0.06 }, "7": { "Items To Be Sold To Advance Current Rep Level": 750, "Bonus Percentage For This Rep Level": 0.07 }, "8": { "Items To Be Sold To Advance Current Rep Level": 800, "Bonus Percentage For This Rep Level": 0.08 }, "9": { "Items To Be Sold To Advance Current Rep Level": 950, "Bonus Percentage For This Rep Level": 0.09 }, "10": { "Items To Be Sold To Advance Current Rep Level": 1000, "Bonus Percentage For This Rep Level": 0.1 } }, "Log Burner Phone uses to Discord?": false, "Prefab path of the Container to spawn a Burner Phone in": "assets/bundled/prefabs/radtown/crate_normal.prefab", "Min amount of Burners to spawn": 1, "Max amount of Burners to spawn": 2, "Chance to spawn a Burner Phone in a container (0 = 0%, 100 = 100%)": 20, "Burner Skin": 3273293561, "Chance To Notify Police?": 80, "Mini Toast Image": "https://www.dropbox.com/scl/fi/hjfifjdd5esv01i5xxylf/miniGlow.png?rlkey=iz8gher6qynaro9oj3r8niamp&st=ei6x54qf&dl=1", "How long before Dealer Despawns in Seconds": 60, "Use Permission Name": "TheDealer.Use", "Discord Webhook URL": "INSERT_WEBHOOK_URL", "Chat Icon": 0, "NPC Kit Enabled?": false, "NPC Kit Name?": "", "Map Markers Enabled via Marker Manager Plugin?": false, "Maximum Amount of Items Sold at a Time": 3, "NPC Interaction Cooldown In Seconds": 3, "Economy Plugin - 1 Economics - 2 Server Rewards": 1, "Enable Custom Currency? (OVERRIDES ECONOMY PLUGIN)": false, "Custom Currency": { "Shortname": "paper", "Skin": 3347697156, "Custom Name": "Dirty Cash" }, "Tradeable Items": [ { "Item ShortName": "blood", "Item CustomName": "", "Skin ID": 0, "Is Marketable?": true, "Dealer Score (Leaderboard)": 1, "Sale Price?": 40, "Max Discount Buy Variation in %? (Negative Values) (To Simulate Supply & Demand)": -10, "Maximum Bonus Variation in %? (Positive Values) (To Simulate Supply & Demand)": 5 }, { "Item ShortName": "sticks", "Item CustomName": "", "Skin ID": 0, "Is Marketable?": true, "Dealer Score (Leaderboard)": 1, "Sale Price?": 100, "Max Discount Buy Variation in %? (Negative Values) (To Simulate Supply & Demand)": -10, "Maximum Bonus Variation in %? (Positive Values) (To Simulate Supply & Demand)": 5 }, { "Item ShortName": "glue", "Item CustomName": "", "Skin ID": 0, "Is Marketable?": true, "Dealer Score (Leaderboard)": 1, "Sale Price?": 250, "Max Discount Buy Variation in %? (Negative Values) (To Simulate Supply & Demand)": -10, "Maximum Bonus Variation in %? (Positive Values) (To Simulate Supply & Demand)": 5 }, { "Item ShortName": "bleach", "Item CustomName": "", "Skin ID": 0, "Is Marketable?": true, "Dealer Score (Leaderboard)": 1, "Sale Price?": 20, "Max Discount Buy Variation in %? (Negative Values) (To Simulate Supply & Demand)": -10, "Maximum Bonus Variation in %? (Positive Values) (To Simulate Supply & Demand)": 5 } ], "NPC Clothing Options": [ { "Shortname": "pants", "Skin": 838673197 }, { "Shortname": "hoodie", "Skin": 792923214 }, { "Shortname": "shoes.boots", "Skin": 2956831315 }, { "Shortname": "hat.cap", "Skin": 1492905789 } ] } LANG { "NoPerms": "[<color=#ef6500>The Dealer</color>] We shouldn't even be Talking...", "NoWares": "[<color=#ef6500>The Dealer</color>] :mask: You have no <color=green>Items</color> on you worth Buying. \nDid you Call me up for nothing?!", "TraderCooldownMessage": "[<color=#ef6500>The Dealer</color>] :mask: Hold up, <color=green>{0}</color> second(s), I think you were tailed here...", "EconomicsMessage": "[<color=#ef6500>The Dealer</color>] :mask: \n\n I can give you <color=#85bb65>$</color><color=yellow>{0}</color> for your <color=orange>{1}x</color> <color=green>{2}</color>(s).", "SrMessage": "[<color=#ef6500>The Dealer</color>] :mask: \n\n I can give you <color=orange>{0}</color> <color=#cd5c5c>RP</color> for your <color=yellow>{1}x</color> <color=green>{2}</color>(s).", "CustomCurrencyMessage": "[<color=#ef6500>The Dealer</color>] :mask: \n\n I can give you <color=orange>{0}</color> <color=#cd5c5c>{1}</color> for your <color=yellow>{2}x</color> <color=green>{3}</color>(s).", "HydraMessage": "[<color=#ef6500>The Dealer</color>] :mask: \n\n I can give you <color=orange>{0}</color> <color=#cd5c5c>BTC</color> for your <color=yellow>{1}x</color> <color=green>{2}</color>(s).", "DrugsCustomCurrencyMessage": "[<color=#ef6500>The Dealer</color>] :mask: \n\n <color=green>Whoa!</color>, I can give you <color=orange>{0}</color> <color=#cd5c5c>{1}</color> for your <color=yellow>{2}x</color> <color=green>{3}</color>(s).", "DrugsEconomicsMessage": "[<color=#ef6500>The Dealer</color>] :mask: \n\n <color=green>Whoa!</color>, I can give you <color=#85bb65>$</color><color=yellow>{0}</color> for your <color=orange>{1}x</color> <color=green>{2}</color>(s).", "DrugsSrMessage": "[<color=#ef6500>The Dealer</color>] :mask: \n\n <color=green>Whoa!</color>, I can give you <color=orange>{0}</color> <color=#cd5c5c>RP</color> for your <color=yellow>{1}x</color> <color=green>{2}</color>(s).", "DrugsHydraMessage": "[<color=#ef6500>The Dealer</color>] :mask: \n\n <color=green>Whoa!</color>, I can give you <color=orange>{0}</color> <color=#cd5c5c>BTC</color> for your <color=yellow>{1}x</color> <color=green>{2}</color>(s).", "WhoAreYou": "[<color=#ef6500>The Dealer</color>] Hold up, You aren't <color=green>{0}</color>, Are you a <color=yellow>Cop</color>? \n :mask:", "InRoute": "[<color=#ef6500>The Dealer</color>] The <color=red>Buyer</color> is already on the way\n to <color=#ef6500>{0}</color> near <color=#ef6500>{1}</color>.", "NoRoute": "[<color=#ef6500>The Dealer</color>] Use a <color=red>Burner Phone</color>\n to meet up with a <color=red>Buyer</color>.", "MeetupMessage": "{0}, near {1}, be there.\nHave the work Packaged", "BusinessMessage": "{0}!\n Nice doing Business.", "WasteTimeMessage": "{0}!\nDon't waste my time!", "NotifyCops": "[<color=#ef6500>The Dealer</color>] An Anonymous Tip says a Deal is going down, The Marked Location can be found on your Map.", "RepUp": "Your Reputation has increased to <color=green>{0}</color>\nYou will now receive a bonus of <color=green>{1}</color> on Sales.", "RepCheck": "Your Rep is <color=green>{0}</color>\nThis gives a bonus of <color=green>{1}</color> on Sales.", "RepCheckMax": "Your Rep is now Max of <color=green>{0}</color>!\nThis gives a bonus of <color=green>{1}</color> on Sales.", "KingpinLost": "[<color=#ef6500>The Dealer</color>] Your <color=red>Kingpin Rank</color> has been <color=red>Lost</color>.", "KingpinGained": "[<color=#ef6500>The Dealer</color>] The new <color=red>Kingpin</color> is <color=green>{0}</color>.", "InDemand": "[<color=#ef6500>The Dealer</color>] <color=green>{0}</color> is in Demand Right Now!" } ATTRIBUTION https://www.vecteezy.com/free-videos/money-on-fire$20.00 -
Version 1.0.2
29 downloads
Create Custom Firework’s with Firework Builder. HOW IT WORKS The config comes preset with 7 fireworks. Viewing the examples you can see how positions, can be tweaked to create a custom build on your specified firework, with certain skins. Base path, is the Main firework you set. Additions, spawn after main is set. Auto ignite is toggleable. Delay is settable for initial and each part you add. PERMISSION fireworkbuilder.admin COMMANDS /GFW - GIVES ADMIN ALL FIREWORK BUILDS /STARTSHOW FIREWORKNAME X Y Z OPTIONALROTATION - THIS WORKS THROUGH RCON OR IN GAME - BE SURE TO ESCAPE QUOTES WHEN USING IN GAME AND TO INCLUDE QOUTES WHEN USING RCON IF MULTI WORD XYZ IS REQUIRED WHEN USING RCON FIND USABLE PREFABS HERE Corrosion Hour Demo Video CONFIG { "Firework Builds": [ { "Firework Name": "Red Y Boomer", "Firework SkinID": 3376839515, "Firework BasePath": "assets/prefabs/deployable/fireworks/mortarred.prefab", "Auto Ignite": true, "Ignite Delay": 0, "Additions": [ { "Firework Path": "assets/prefabs/deployable/fireworks/mortarred.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": 30, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/mortarred.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": -30, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/romancandle.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0, "z": 0 }, "Rotation": { "x": 0, "y": 0, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/romancandle.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": 30, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/romancandle.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": -30, "y": 90, "z": 0 } } ] }, { "Firework Name": "Blue Y Boomer", "Firework SkinID": 3376857049, "Firework BasePath": "assets/prefabs/deployable/fireworks/mortarblue.prefab", "Auto Ignite": true, "Ignite Delay": 0, "Additions": [ { "Firework Path": "assets/prefabs/deployable/fireworks/mortarblue.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": 30, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/mortarblue.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": -30, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/romancandleblue.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0, "z": 0 }, "Rotation": { "x": 0, "y": 0, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/romancandleblue.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": 30, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/romancandleblue.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": -30, "y": 90, "z": 0 } } ] }, { "Firework Name": "Green Y Boomer", "Firework SkinID": 3376856584, "Firework BasePath": "assets/prefabs/deployable/fireworks/mortargreen.prefab", "Auto Ignite": true, "Ignite Delay": 0, "Additions": [ { "Firework Path": "assets/prefabs/deployable/fireworks/mortargreen.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": 30, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/mortargreen.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": -30, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/romancandlegreen.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0, "z": 0 }, "Rotation": { "x": 0, "y": 0, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/romancandlegreen.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": 30, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/romancandlegreen.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": -30, "y": 90, "z": 0 } } ] }, { "Firework Name": "Violet Y Boomer", "Firework SkinID": 3376856830, "Firework BasePath": "assets/prefabs/deployable/fireworks/mortarviolet.prefab", "Auto Ignite": true, "Ignite Delay": 0, "Additions": [ { "Firework Path": "assets/prefabs/deployable/fireworks/mortarviolet.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": 30, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/mortarviolet.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": -30, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/romancandleviolet.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0, "z": 0 }, "Rotation": { "x": 0, "y": 0, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/romancandleviolet.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": 30, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/romancandleviolet.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": -30, "y": 90, "z": 0 } } ] }, { "Firework Name": "Orange Y Boomer", "Firework SkinID": 3376857264, "Firework BasePath": "assets/prefabs/deployable/fireworks/mortarorange.prefab", "Auto Ignite": true, "Ignite Delay": 0, "Additions": [ { "Firework Path": "assets/prefabs/deployable/fireworks/mortarorange.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": 30, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/mortarorange.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": -30, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/romancandle.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0, "z": 0 }, "Rotation": { "x": 0, "y": 0, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/romancandle.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": 30, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/romancandle.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": -30, "y": 90, "z": 0 } } ] }, { "Firework Name": "Champagne Y Boomer", "Firework SkinID": 3376857610, "Firework BasePath": "assets/prefabs/deployable/fireworks/mortarchampagne.prefab", "Auto Ignite": true, "Ignite Delay": 0, "Additions": [ { "Firework Path": "assets/prefabs/deployable/fireworks/mortarchampagne.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": 30, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/mortarchampagne.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": -30, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/romancandle.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0, "z": 0 }, "Rotation": { "x": 0, "y": 0, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/romancandle.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": 30, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/romancandle.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": -30, "y": 90, "z": 0 } } ] }, { "Firework Name": "Wrecks 2025 Boomer", "Firework SkinID": 3379519345, "Firework BasePath": "assets/prefabs/deployable/fireworks/mortarchampagne.prefab", "Auto Ignite": true, "Ignite Delay": 0, "Additions": [ { "Firework Path": "assets/prefabs/deployable/fireworks/mortarred.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0, "z": 0 }, "Rotation": { "x": 0, "y": 0, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/volcanofirework.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0, "z": 0 }, "Rotation": { "x": 0, "y": 0, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/mortarred.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": 30, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/volcanofirework.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": 30, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/mortarorange.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.14, "z": 0 }, "Rotation": { "x": 45, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/volcanofirework.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.14, "z": 0 }, "Rotation": { "x": 45, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/mortarred.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": -30, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/mortarorange.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.14, "z": 0 }, "Rotation": { "x": -45, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/volcanofirework.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": -30, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/volcanofirework.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.14, "z": 0 }, "Rotation": { "x": -45, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/romancandle.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0, "z": 0 }, "Rotation": { "x": 0, "y": 0, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/romancandle.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": 30, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/romancandle.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": -30, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/romancandle.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.14, "z": 0 }, "Rotation": { "x": 45, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/romancandle.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.18, "z": 0 }, "Rotation": { "x": -30, "y": 90, "z": 0 } }, { "Firework Path": "assets/prefabs/deployable/fireworks/romancandle.prefab", "Ignite Delay": 0, "Position": { "x": 0, "y": 0.14, "z": 0 }, "Rotation": { "x": -45, "y": 90, "z": 0 } } ] } ] }$10.00 -
Added in next version @AlaEddine Yahia
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- 7 comments
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed Changed Fixed In to 1.0.1
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Unable to see all 4 items needed for offering
Wrecks replied to SlayersRust's Support Request in Support
Changed Status from Pending to Not a Bug Changed Fixed In to 1.1.6 -
Unable to see all 4 items needed for offering
Wrecks replied to SlayersRust's Support Request in Support
"wood_0": 1000000000, "stones_0": 1000000000, if those total your config setting they are considered completed and don’t show on offering status -
Unable to see all 4 items needed for offering
Wrecks replied to SlayersRust's Support Request in Support
Everything looks to be correct looking at your data totals. For better accuracy unload it save data, calculate those totals and compare to what is left in offering status. -
Unable to see all 4 items needed for offering
Wrecks replied to SlayersRust's Support Request in Support
There should be another file that tracks player contributions totals if you want to add that up. -
Unable to see all 4 items needed for offering
Wrecks replied to SlayersRust's Support Request in Support
There should be a config for the interval to announce -
Unable to see all 4 items needed for offering
Wrecks replied to SlayersRust's Support Request in Support
If you know how to comment it out you can remove that line for now until I get to it. The data looks correct. And offering top only shows the top not all that have contributed -
Unable to see all 4 items needed for offering
Wrecks replied to SlayersRust's Support Request in Support
Check your data file totals as well -
- 10 comments
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- #crosshair
- #target
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- 10 comments
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- 1
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- #crosshair
- #target
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yeah seems to be working here, I put out an update that makes the damage area more consistent, there isnt much more to tweak as other stuff appears to be private.
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This is with damage and radius turned up. Appears to be splashing outwards. clip_1,733,428,281,756.mp4
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Im updating and will boot test real quick
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If you have other plugins loaded id check on a test environment, I would max out these settings on test to confirm these things were working as it should. It would kill or damage things if I set it to a very high damage and radius
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Splash isnt a property that exists in the Timed Explosive Class im checking the .dll now I do access and tweak what is exposed here, radius tweak is prob what you need. It may take tweaking to get what you want.
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Splash damage or something else?
