maxalt
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Everything posted by maxalt
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You’re truly a genius. Thank you so much! I haven’t tested it yet, but I’ll give it a try.
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Additionally, it seems that the **Large Backpack** has also become a DLC item…
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Sorry, it seems that the Hazmat Suit has now become a DLC item.
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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!
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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?
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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?
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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?
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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?
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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.
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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!
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Is it possible to have four display lines for Health, Thirst, Hunger, and Economics?
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The vanilla rocket launcher now shows a “DLC” tag and gives a warning saying it violates the TOS. Is this a problem?
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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!
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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?
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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?
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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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"Building Blocks Are Immune To Damage": true, Will this setting make it so that walls and floors no longer take damage from players?
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After using the Defibrillator, the player’s inventory and belt become disordered compared to right before they died. Is this intended behavior?
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It’s been resolved, so please go ahead and close this. Sorry for the trouble...
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When I execute /bm.giveall, it returns “UnknownCommand.” What could be the problem?
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Thank you! That solved it. May I ask one more question? It’s a completely different topic — in Profile/[difficulty].json, for example in Nightmare mode, is it possible to make walls or floors even more durable than high-quality metal? Well-equipped players tend to ignore garage doors or armored doors and break through the walls instead. I’d like to make it so that walls can still be destroyed, but at a higher cost than normal. Is that possible?
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I didn’t notice your reply… Actually, since then I’ve set up RustAdmin to automatically execute the quit command at a fixed time every day. When the server is shut down with the quit command, the players’ team information isn’t deleted upon restart, so I’m no longer using your plugin. Sorry about that.
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Please tell me the values for the purchase/sell cooldown. "Buy Cooldown (0 - disable)": 0.0, "Buy Cooldowns (0 - no limit)": { "shop.default": 0.0, "shop.vip": 0.0 }, "Sell Cooldown (0 - disable)": 0.0, "Sell Cooldowns (0 - no limit)": { "shop.default": 0.0, "shop.vip": 0.0
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Murderers don’t have the setting item "Spawn Alternate Default Scientist Loot": — is this setting shared with them?
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I see That makes sense! Thank you! I’ll try that setting!
