maxalt
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Everything posted by maxalt
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"Marker_Enabled": true, "Marker_Visible_When_NPCs_Are_Dead": false, "Marker_Main_Colour": "#ffff00", "Marker_Outer_Colour": "#000000", "Marker_Opacity_Percent": 15, "Marker_Radius_Percent": 20, "Immune_From_Damage_Beyond": 400, "Short_Roam_Vision": false, "Off_Terrain": false, "APC_Safe": true, "WeaponTrap_Safe": true Hey! Thanks as always for your help! I have another question. With this configuration, will a marker not appear at the bot’s current location? The map size is 4500, and RoamRange is set to 2250, so I’d like to be able to see where they are.
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It seems that when using the RPG-7 skin, everything gets fully repaired!!
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"Blacklist of item shortnames that will not trigger the max repair buff": [ "lmg.m249", "smg.mp5", "lifle.l96", "rifle.ak", "rifle.lr300", "rocket.launcher", "jackhammer", "chainsaw" ] }, Thank you for the amazing plugin! It seems the MaxRepair issue was fixed in 1.7.9, but even with this setting, repairing a rocket launcher still restores its durability to full!
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Thank you!! You’re a genius! By the way, is it possible to display the “I understood” button over two lines vertically? I don’t mind if either Japanese or English is smaller.
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{ "NoPermission": "You don't have permission to use this command.", "WarnUsage": "Usage: /warn <player name or steamid> <message>", "PlayerNotFound": "Player not found. Use SteamID for offline players.", "DuplicateWarning": "Duplicate warning prevented for player {0}", "WarningSent": "Warning sent to {0}: {1}", "WarningSaved": "Warning saved for offline player {0}.", "WarnAllUsage": "Usage: /warnall <message>", "WarnAllSent": "Global warning sent to {0} online players: {1}", "ConsoleWarnUsage": "Usage: warn <player name or steamid> <message>", "ConsoleWarnAllUsage": "Usage: warnall <message>", "AcknowledgeThanks": "Thank you for acknowledging the warning.", "GuiTitle": "SERVER WARNING", "GuiButtonText": "✔ I understood | ✔ 理解しました。", "GuiDatePrefix": "Date", "GuiWarningFormat": "Hello {0}, you have received a warning.\n{0}様、鯖缶から警告を受けています。" } Thank you. Putting Japanese aside, for now I’d be happy if commands like <size> and <color=> were supported/applied! At the moment, it doesn’t seem to be applied even when this .json file is loaded.
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Thank you for this amazing plugin! Does the lang/en/AdminWarn.json file in this plugin support rich text? I’d love it if rich text like this could be applied: <size=5> test </size> I use Japanese, but when I edit the lang file, any text that overflows doesn’t get displayed.
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Genius developer Mr. NIVEX, good evening. I know this is probably almost impossible, but I wanted to ask anyway: Is it possible to use keycard readers inside a raid base? It might be more of a CopyPaste-related thing, though… I just thought it could be interesting if keycards were required inside raid bases.
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Thank you for this amazing plugin! Does the lang/en/AdminWarn.json file in this plugin support rich text? I’d love it if rich text like this could be applied: <size=5> test </size> I use Japanese, but when I edit the lang file, any text that overflows doesn’t get displayed.
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Genius developer Mr. NIVEX, good evening. I know this is probably almost impossible, but I wanted to ask anyway: Is it possible to use keycard readers inside a raid base? It might be more of a CopyPaste-related thing, though… I just thought it could be interesting if keycards were required inside raid bases.
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Thank you very much! I’ll be waiting!!
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I just noticed something. Uninstalling BRS fixes the issue. However, a new problem appears that wasn’t there yesterday: scientists now drop the skull specified in CustomLoot. After uninstalling BRS and things return to normal, once a player kills a zombie or scientist, the issue reappears. Could this be NPC ID duplication like before? NPCs from Scientist2 (AIGen2) seem unaffected. The ones impacted might be regular Scientists and Heavy Scientists.
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Just in case, I’ll let you know what I changed since last season. I increased the number of bots — it’s currently 896. Also, it feels like scientists have disappeared from the Military Base. I’m not sure if it’s related, but I wanted to mention it.
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Hello. Since this season, I’ve been seeing a slightly different kind of overlap with scientists compared to before. The issue is that scientists at certain monuments (Missile Silo, Military Tunnels, Deep Sea) seem to be turning into zombies prepared by BRS. However, their appearance doesn’t change — when engaged, they behave as normal scientists. But their loot is inconsistent: sometimes it’s scientist loot, and other times it’s only the zombie skull from CustomLoot. When killing a scientist, the following log appears: WT Zombie[881334] was killed by ???[7656119] at (993.05, -13.29, 1787.35) WT Zombie is supposed to be assigned only to zombies at the Water Treatment Plant, but this kill happened at the Missile Silo.
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Thank you for such an incredibly fun plugin! I had a quick question: if I create a custom permission node using addtestpermsnode and assign permissions from another plugin to it, what happens if a player acquires that node and then performs a respec while those permissions are active? Will the permissions remain while all skill points are reset, allowing players to exploit this as a workaround?
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Long time no see. It seems this issue still hasn’t been resolved. I changed the button name to something completely different, but the problem where the button disappears after opening and closing the SkillTree still persists. If I open and close a UI like the recycler, the button comes back. There are no other issues, but it’s a bit inconvenient to use.
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- 1,587 comments
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- #leveling
- #progression
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- 52 comments
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- #hud
- #minimalist
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(and 9 more)
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・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?
- 108 comments
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- #drone
- #iqguardiandrone
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- 1,587 comments
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- #leveling
- #progression
- (and 19 more)
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- 1,587 comments
-
- #leveling
- #progression
- (and 19 more)
-
- 1,587 comments
-
- #leveling
- #progression
- (and 19 more)
-
- 52 comments
-
- #hud
- #minimalist
-
(and 9 more)
Tagged with: