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maxalt

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Everything posted by maxalt

  1. maxalt

    About cooldowns and lockouts

    混乱してしまったので、説明をお願いします。 例えば、現在、予定されているイージーイベントをクリアすると、NormalLockout UI が表示され、90分(ナイトメアは180分)と表示されます。 しかし、別の予定イベントに参加しようとすると、チャットに次のようなメッセージが表示されます。 「2時間57分5秒間、イージーレイドに参加できません」 ロックアウト時間は90分に設定されているのに、チャットメッセージには3時間のクールダウンと表示されます。なぜでしょうか? 私が達成したいことは次のとおりです。 プレイヤーがチームに所属している場合、一部のメンバーがレイドに参加していなくても、チーム全体がクールダウンを受ける必要があります。 スケジュールされたイベント: 1 つをクリアした後、次のスケジュールされたイベントに参加するためのクールダウンは 90 分になります (ナイトメアのみ 180 分) 購入可能な基地:どの難易度でもクリア後、クールダウンは120分になる また、可能であれば、ロックアウトとクールダウンの違いを説明していただけますか? 私の理解は以下の通りです。 ロックアウト = 次のレイドに参加するまでの待機時間 クールダウン = 購入可能なレイドにのみ適用されるもの それは正しいですか? 私は英語が得意ではないので、これを翻訳しました。少しおかしな点があったらごめんなさい... RaidableBases.json
  2. maxalt

    They don’t fire rockets.

    They don’t fire rockets. They almost never shoot rockets. Also, even though I set the crate drop count to 6, only 5 appeared. I don’t have any other Patrol Helicopter–related plugins installed.
  3. maxalt

    setting?

    Thaks! By the way, on a different note — does version 3.0.9 include any fixes related to NPC userIDs compared to 3.0.8?
  4. maxalt

    setting?

    I see! So if I set this option to false, does that mean bases will spawn in random locations based on the population points generated when the server starts?
  5. maxalt

    setting?

    Distance To Spawn Bought Raids From Player (500.0) Where is the above setting located? It doesn’t seem to exist in either the config or profile files. I’d like to adjust how far apart player-purchased Raidable Bases are spawned!
  6. maxalt

    VirtualRecycler

    Hi, is it possible to make it so that every time the recycler is opened, it consumes either Economics balance or scrap?
  7. maxalt

    IQGuardianDrone

    ・Currently on my server I spawn zombies using BotReSpawn and I also have LootDefender. If a drone that I own kills a zombie, can the loot be restricted so only the owner of that drone can loot it? (I’d like to know how the integration with LootDefender works.) ・I want drones (and other related items) to be purchasable only via the shop plugin, and not via a drone vendor. Is there a way to avoid creating a drone-vendor? ・Regarding drone durability: can I set it so that when the drone attacks, its durability decreases? In vanilla Rust weapons often don’t break despite low durability—but with this plugin, how does it behave? Ideally I’d like the drone or the weapon mounted on the drone to lose durability and eventually break when used heavily—can this be done?
  8. maxalt

    Update Broke BotReSpawn

    So, even after setting the gender to Male and the skin tone to Light, it still doesn’t seem to be fixed. In particular, the three scientists at the Airfield monument puzzle still look like scientists on the outside, but internally they are treated as Zombies, and their loot only contains a skull — the one defined in the CustomLoot profile. Also, a UnityEngine error appears in the top-left corner — could this be related?
  9. maxalt

    Update Broke BotReSpawn

    Same error here. The bot is 746. Failed to call hook 'OnPlayerDeath' on plugin 'BotReSpawn v1.4.3' (ArgumentException: An item with the same key has already been added. Key: 1) at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x000dd] in <f98723dd4586469db5213ec59da723ca>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <f98723dd4586469db5213ec59da723ca>:0 at Oxide.Plugins.BotReSpawn.OnEntityKill (ScientistNPC npc, HitInfo info, System.Boolean killed) [0x005a0] in <29374630ed504a5480dd0af9ff4e0462>:0 at Oxide.Plugins.BotReSpawn.OnPlayerDeath (BasePlayer player, HitInfo info) [0x00080] in <29374630ed504a5480dd0af9ff4e0462>:0 at Oxide.Plugins.BotReSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00f39] in <29374630ed504a5480dd0af9ff4e0462>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0
  10. You’re truly a genius. Thank you so much! I haven’t tested it yet, but I’ll give it a try.
  11. Additionally, it seems that the **Large Backpack** has also become a DLC item…
  12. Sorry, it seems that the Hazmat Suit has now become a DLC item.
  13. Sorry, I still have a few questions. On my server, I’m only using the Difficulty_Loot files. For Easy, about 150 items are loaded with 30 loot rolls. Because of that, the dog tag rarely appears — maybe about 2 out of 10 times. For Medium, 236 items are loaded with 60 loot rolls. The dog tag usually appears, but not always — maybe 6 out of 10 times. For Nightmare, 293 items are loaded with 150 loot rolls. The dog tag always appears. Currently, in each Difficulty_Loot, for example in Easy, I have C4 = amountMin 3, amountMax 7, probability 0.5. For Medium, it’s a bit higher, and for Nightmare, quite a bit higher — but the probability for all of them is 0.5. So, if I set the probability to 0.5 in Base_Loot, what happens? Will it still always appear? Also, if I set amountMin 0, amountMax 5, probability 1.0, since amountMin is 0, does that mean it still might not appear even though the probability is 1.0? In my case, would it be better to just use Base_Loot only? Or should I use both Difficulty_Loot and Base_Loot? What would be the best setup? The items I want to always appear are the dog tag and resource-type items like scrap. Other things — like C4 or M249 — can appear or not, that’s fine!
  14. Thank you so much! Just to make sure I understand correctly — The issue I want to solve is that for some difficulties, the dogtag sometimes appears and sometimes doesn’t, but I want it to always appear. For Nightmare, I’m actually happy with the current behavior (the dogtag always drops), even if that’s because the loot table is small — that’s the intended result. However, for Easy and Medium, there’s no guarantee that it will appear, and I want to make it always drop. If I use RBLootEditor, and load Base_Loot/Easy.json, then add the dogtag there with a 1.0 probability, will that solve the issue?
  15. Thank you for your reply. So, if I add dogtag to Base_Loot/Easy.json and set the option you mentioned in the profile to True, that would make it appear 100% of the time, while the regular loot items would still be selected from Difficulty_Loot/Easy.json — is that correct? However, even though Base_Loot/Nightmare.json is also empty like Easy, the TC always drops a dogtag in Nightmare. Why is that?
  16. I’m sorry for always asking so many questions… Actually, I’m having trouble because a resource item set with a 1.0 probability sometimes doesn’t appear in the TC. The strange thing is, in **Nightmare** difficulty it always appears, but in **Easy** or **Medium** it sometimes does and sometimes doesn’t. The item’s probability is definitely 1.0 in `Difficulty_Loot/Easy.json`, and the Amount value is fine (it’s the same as in `Nightmare.json`). Also, in the config file, the item isn’t listed among those excluded from appearing in the TC. What could be causing this?
  17. Thank you for this amazing plugin! I noticed something today: when I try to add a Large Backpack from the in-game admin Shop panel, it shows up as LargeBackpack* — with the asterisk in red — and it can’t be purchased. Why is that?
  18. maxalt

    Suggestion

    It seems that scarecrows are spawning during the current Halloween event, and the breathing assets have returned. Will they be removed again with next month’s wipe? I’d be happy if the breathing stayed.
  19. Thank you so much for your quick response and support I’m really happy to be able to use such an amazing editor thanks to your genius!
  20. maxalt

    Regarding the display items

    Is it possible to have four display lines for Health, Thirst, Hunger, and Economics?
  21. The vanilla rocket launcher now shows a “DLC” tag and gives a warning saying it violates the TOS. Is this a problem?
  22. maxalt

    About sharing cooldowns, etc.

    Thank you very much! If possible, I would love for this to be implemented! It would be amazing if the config file had an option to toggle whether cooldowns and daily limits are shared within a team — something like a True/False setting!
  23. maxalt

    About sharing cooldowns, etc.

    If players are in a team, is it possible to make them share cooldowns and daily limits? For example, let’s say there’s a two-person team: A and B. If A purchases something with a cooldown (whether a command or an item), they won’t be able to buy it again until the cooldown ends (that’s how it currently works). I’d like that timer to also apply to B. So when B tries to buy the same thing, it would be hidden or unavailable because the cooldown timer is active. Is this possible?
  24. maxalt

    Suggestion

    Good evening! I’m a bit confused about this issue. On my server, I have bots spawned like this: A: Zombies that wander around almost the entire map B: A very strong boss that spawns in the center of the map and roams within half the map’s radius A becomes hostile as soon as you approach. B has Peacekeeper: True, so it doesn’t become hostile even if you get close. I tried setting the AggroRange to the minimum value as you taught me before, but it didn’t work. I set B’s AggroRange to 10 (the minimum in the in-game UI) and respawned it. Then, when I killed A about 20 meters away, B immediately became hostile. Why is that? Also, when I open default-CustomProfiles.json directly from the server files, it seems I can set AggroRange to 0.0 — is that a bad idea?
  25. maxalt

    NPC Loots

    thank you!! If I change this part at the beginning of /Profile/[difficulty].json "Difficulty": "Nightmare", "Difficulty Level": 4, to something like "Abyss" and also adjust the level, will it be applied?
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