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ZEODE

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Everything posted by ZEODE

  1. ZEODE

    Personal Marketplace

    Going forward, can I ask all if they have a problem to please open a thread in support instead of in the discussion section, so any issue can be properly managed. Thanks.
  2. ZEODE

    Personal Marketplace

    I have the water bases plug-in, I will do some tests later and release a fix if I have time before work.
  3. ZEODE

    Personal Marketplace

    Yes it will work with Kits, either via the UI or edit the json in the data folder. If you use the Kits UI it should get all the relevant info. If editing manually, the item is "box.wooden.large" and the SkinID is "2618923347". I have no plans to add loot options right now, but that might be good for a future update for sure. For now though, I recommend ExtraLoot. Its a lightweight plugin which can add extra items to whatever crates/boxes you configure and can handle custom skinned items. For example in ExtraLoot config you would put something like this to add them to elite crates: "crate_elite": [ { "1. Shortname": "box.wooden.large", "2. Chance": 10.0, "3. Minimal amount": 1, "4. Maximal amount": 1, "5. Skin ID": 2618923347, "6. Display name": "Personal Marketplace", "7. Blueprint": false } ] Hope this helps.
  4. ZEODE

    Personal Marketplace

    Foundations on Water Bases aren’t actually foundations. Have you set "Force deploy on foundation" to false in the config? It should work if you set it to false.
  5. ZEODE

    Personal Marketplace

    Have you added Marketplaces within the config of CNewItemManager ? My plugin has a check within CanPickupEntity to make sure it is only dealing with a marketplace before it returns any value for CanPickupEntity. It's strange that CNewItemManager calls a method within CanPickupEntity which if it returns true, it then returns false in the oxide CanPickupEntity hook. Doesn't seem logical to me. I wonder if the author of that plugin made a simple typo, or maybe I am missing something. I cannot control how another dev handles this hook. I have reached out to them. For now, if you check your PM I will send you a simple fix which will work for you until the issue is resolved properly.
  6. ZEODE

    Personal Marketplace

    I took a look at it, but I think I wanna keep it as it is. But thanks for the suggestion.
  7. ZEODE

    Personal Marketplace

    I couldn't recreate this issue on my test server. but I have added an extra check on that hook which should stop any potential conflict with other plugins in the future including the one you mentioned. For further support requests please use the Support section so I can properly mark it fixed etc. Let me know if it did the trick or if any other issues
  8. ZEODE

    BotReSpawn

    Find a server with BotReSpawn and try it out as a player? If you are having trouble finding a server with it on, DM me and I will give you my server details where you can see BotReSpawn working for yourself if you like.
    Amazing plugin and a must have for any PvE server, players love it! By far the best bot plugin out there, so many configurable options and very easy to set up. Dev support is exceptional, that alone is worth the price, which isn't even that high for the amount of work and time gone into this plugin.
  9. A quick look at the prefab list suggests that the each fishing village type is one large prefab rather than made up of component prefabs. e.g. assets/bundled/prefabs/autospawn/monument/fishing_village/fishing_village_a.prefab assets/bundled/prefabs/autospawn/monument/fishing_village/fishing_village_b.prefab assets/bundled/prefabs/autospawn/monument/fishing_village/fishing_village_c.prefab There are various other platforms which might be suitable though for what you need. You'd have to look at them all and decide which fitted best for you. Alternatively I have seen servers where marketplaces are placed on existing fishing village platforms, they are spawned over the top of existing cosmetic structures which are therefore clipped inside the marketplace, but it still allows people to walk along the platforms and doesn't cover anything important, maybe that would be an option?
  10. ZEODE

    NPCKits

    Yes, I always assumed it didn't, not sure why. But looking further at the Kits plugin, it definitely seems to handle ammo type along with magazine contents. I will try it out later as that would be handy
  11. ZEODE

    NPCKits

    Looks like Kits plugin does handle ammo type. Line 506: ["weapon"] = !string.IsNullOrEmpty(itemData.Ammotype),
  12. ZEODE

    NPC Grenades

    Thanks, glad you like it! Kits is already supported, simply add kit names to "KitList" in the data file, to have NPC spawn with a random kit from the specified list. In the absence of Kits plugin the NPC will spawn with default attire and inventory. If Kits plugin is loaded and only one kit named in the list then they will spawn with that kit only. Remove all named kits from KitList to have them spawn default kit again. Example kits: "KitList": [ "kit1", "kit2", "kit3", "kit4" ], Keep in mind that Scientists should not spawn with melee weapons in their belt, only projectile weapons that shoot bullets. Anything other than this causes odd behaviour and they do not attack correctly. I considered spawning a heli from grenade, but I don't think that will work all that well. Unless it called a heli to that location, but then there are already plugins out there that do that already.
  13. ZEODE

    NPC Grenades

    It’s doable, watch this space Have you tried the plug-in yet? How’s it working out?
  14. ZEODE

    NPC Grenades

    Enjoy, let me know what you think.
  15. Let me know what you think, any issues let me know on the support section for the plug-in and if you feel like leaving a review on it I’d appreciate it. You need the CustomNPC plug-in (which is free) or scientists won’t spawn, but it will work for animals without it. But I recommend getting it for future compatibility
  16. Plugin is now live, current version has support for Bear, Wolf, Scientist and Heavy Scientist. Let me know what you think.
  17. I have just finished writing this for you, it is kinda fun! I also added the option to spawn Wolf, Scientist and Heavy Scientist. The next update will add the ability to edit a data file directly to add whatever NPC prefab you want. I have submitted the file pending approval. Hopefully it will be available soon for you, or message me on here and I can provide you with a download link to it.
  18. ZEODE

    NPC Grenades

    Version 1.2.7

    1,852 downloads

    Simple plugin to turn F1 Grenades into throwable NPC spawners! Spawn Bears, Wolves, Scientists, Murderers, Scarecrows, Heavy Scientists, Bradley APC and more wherever the grenade lands and explodes! Features: Optional support for Teams, Clans, Friends (Spawned NPC wont target) Enable/Disable different types Optional permissions for greater control Support for Server Rewards, Economics etc MANY configurable options via the config and data file Configure number to spawn, radius, aggression range, kits, option to strip corpse loot or not etc... Set spawned NPCs as Turret, Bradley, NPC & Animal safe Optional Sleeper Safe setting Compatible with NPC plugins such as Zombie Horde, BotReSpawn etc. Permissions: npcgrenades.bear npcgrenades.polarbear npcgrenades.wolf npcgrenades.boar npcgrenades.stag npcgrenades.chicken npcgrenades.scientist npcgrenades.heavy npcgrenades.juggernaut npcgrenades.tunnel npcgrenades.underwater npcgrenades.murderer npcgrenades.scarecrow npcgrenades.mummy npcgrenades.bradley npcgrenades.admin (required to use give command) Universal Commands (Prefix with / when using in chat): npcnade.give <NPCType> <PlayerName/SteamID> (NPCType is the same as the permission but without prefix "npcgrenades.") Information: There are many configurable options within the data file ("/oxide/data/NPCGrenades.json"). Below is an explanation of the different variables: Name - The display name of the NPC (and corpse/backpack for human NPC). Prefab - The path to the prefab for that NPC (Do not change!). Health - The starting health (HP) of the NPC. MaxRoamRange: Maximum distance the NPC will roam from spawn point. SenseRange: Max distance (m) NPC can sense threats. ListenRange: Max distance (m) NPC can hear. AggroRange: Distance NPC will become hostile to threats. DeAggroRange: Distance NPC will stop becoming hostile towards a previously hostile target. TargetLostRange: Distance at which a NPC will stop looking for a target. MemoryDuration: Memory time of NPC in seconds. VisionCone: FOV in degrees of the NPCs line of sight. CheckVisionCone: NPC only becomes aggro on threats within it's VisionCone. CheckLOS: NPC only attacks if has line of sight. IgnoreNonVisionSneakers: Threats crouch-walking outside of the NPC VisionCone are ignored. DamageScale: Damage scale as a percentage. PeaceKeeper: NPC only attacks hostile targets. IgnoreSafeZonePlayers: Players in Safe Zones are ignored. RadioChatter: Scientist radio chatter enabled or not. DeathSound: Scientist death sound enabled or not. NumberToSpawn: Number of NPC to spawn. SpawnRadius: Radius in which NPCs spawn if NumberToSpawn is greater than 1. DespawnTime: How long before the NPCs are despawned if not killed. KillInSafeZone - Kills NPC spawned in any safe zone StripCorpseLoot: Strip corpse of all loot when killed if true. If false, bots will keep their loot/kits. KitList: List of all kits which this NPC can use. If more than 1 kit, they are chosen at random. Speed: Overall maximum speed of NPC (default = 6.2). Acceleration: How quickly the NPC can get up to speed (default = 12.0). FastSpeedFraction: Running speed of the NPC between 0.1 - 1.0 (default = 1.0). NormalSpeedFraction: Normal walking speed of the NPC between 0.1 - 1.0 (default = 0.5). SlowSpeedFraction: Slower walking speed of the NPC between 0.1 - 1.0 (default = 0.3). SlowestSpeedFraction: Slowest walking speed of the NPC between 0.1 - 1.0 (default = 0.1). LowHealthMaxSpeedFraction: Walking speed of NPC when health is critical (default = 0.5). TurnSpeed: How quickly the NPC can turn around (default = 120.0). GrenadeSkinID - The item skin ID for the custom grenades (Do not change!) ExplosionSound - Path to the explosions sound played when the NPC spawns DefaultLoadout - The default items the NPC should spawn with if no Kits specified Bradley Specific: ViewDistance - How far the Bradley can see targets SearchRange - How far the Bradley will search for targets PatrolRange - The size of the area the Bradley will travel within when spawns PatrolPathNodes - When a grenade spawns a Bradley, it will add this many patrol points within the PatrolRange ThrottleResponse - How quickly the Bradley will accelerate CratesToSpawn - How many crates to spawn when destroyed Item SkinIDs (For Shops): Scientist: 2640541557 Heavy Scientist: 2640541496 Juggernaut: 2647297156 Tunnel Dweller: 2676146196 Underwater Dweller: 2676146329 Murderer: 2643502595 Scarecrow: 2647297210 Mummy: 2643385137 Bear: 2647301111 Polar Bear: 2868239755 Wolf: 2647303718 Boar: 2643502513 Stag: 2647297256 Chicken: 2647297056 Bradley APC: 2643385052 Example for Bradley APC Grenade in ServerRewards Shop: "grenade.f1_2643385052": { "shortname": "grenade.f1", "customIcon": null, "amount": 1, "skinId": 2643385052, "isBp": false, "category": 6, "displayName": "Bradley Grenade", "cost": 2500, "cooldown": 0 }, For other grenade types, copy the above but change the relevant SkinID to what type of NPC you want from the list above. If you get stuck, open a Support request.
    Free
  19. ZEODE

    Personal Marketplace

    I am going to make a video later on placement etc, but you can definitely use it with ServerRewards, I do on my servers. You can add it in game while holding the marketplace item in your hand and it will automatically be given the same icon in the reward shop as the item itself, simply using the "/reward add item cost" command. You will then need to edit the ServerRewards data file because it will by default call it a Large Wooden Box. So edit it similar to how @thepiercedweirdo showed you below, changing it to suit your needs. As another example, I have it set like this: "box.wooden.large_2618923347": { "shortname": "box.wooden.large", "customIcon": null, "amount": 1, "skinId": 2618923347, "isBp": false, "category": 3, "displayName": "Personal Marketplace", "cost": 2500, "cooldown": 0 } Note when you used skinned items in Server Rewards it will name it the original item and append the Skin ID, in this case 2618923347. If you don't add the item using the in-game command, then you can just add the above to your SR data file, making your changes to suit your needs and use the full URL to the custom image. You can use the url https://rustynuts.gg/pmicon.png or download and use as you wish:
  20. ZEODE

    Personal Marketplace

    @thepiercedweirdo updated to fix the issues you raised. Let me know in the Support section if you have any issues. Thanks.
  21. ZEODE

    Personal Marketplace

    Yes, I am working on this for the next update coming soon. Ahh yes, I think there is a way to stop rotating. I will look at that now. Thanks for the heads up.
  22. ZEODE

    Quarry Levels

    Yeah, I meant they could sell the quarries in the shop to enable people to upgrade. I didn’t realise that people could upgrade with economics currency. Would be a good edition to add server rewards option for sure, I’d also find that useful as I use SR.
  23. ZEODE

    Raidable Bases

    I think you should probably post this in the Support section, this is really the discussion section. But the instructions you need to follow are here in the plugin info: Loot Items Include Workshop Skins (true) Use Random Skin (true) - Skins items inside of boxes Use Imported Workshop Skins File (false) - copy existing Imported Workshop Skins section from Skinbox to the Imported Workshop Skins json file to apply. So I guess you should change Workshop and Random to false, then set Imported to true and do what it says with SkinBox data file to the one in "oxide/data/RaidableBases/ImportedWorkshopSkins.json".
  24. ZEODE

    Quarry Levels

    You could sell mining quarries and pump jacks in the Rewards Shop.

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