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Everything posted by Theswingingturtle
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me2, and wipe didn't take care of it.
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This is by far the best Trader/Shop I ever used. You can shoot any command you want for a purchase/trade. It supports any custom items and you can require more then 1 item which is something most vendors/shops are missing! Would be nice to have some wider configuration for the npc buildings but other then that I 100% recommend it. Edit: It needs some improvements when working with custom items. In the trader data config you have to use "Name" as the display name, while all my other plugins work cleanly with "shortname" for custom items. This makes custom item handling inconsistent and more error-prone than necessary.
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Hello, I have no problem re-producing this issue, but doesn't make sense, cause TheOffering developer says it's already deployed items on top of the box, but everytime a box is created from DropBags close to theOffering box, if you loot that dropbag empty, it will create a new dropbag instantly and take all the xmas decor on top of Theoffering box. https://medal.tv/games/rust/clips/lAROJv6WiyF1DuW4I?invite=cr-MSx1UFUsMjc0MTk1MjE2&v=0 ^ Attached a video for you so you can see what I mean ^
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hahah yeah, very strange! I take it I set correct shortnames for your items on top of the box then, I will reach out to the developer of DropBags xD Thank you so much
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Hello when I use the christmas version, my dropbags plugin is kicking in when someone adds a item that is not in the requirement so it throws out and it becomes a bag and also swallows the christmas items. I can ban items from DropBags, can you see if I did it right? "Blacklisted items from drop bags (item shortname)": ["fish.salmon", "fish.yellowperch", "xmas.tree", "snowman", "giantcandycanedecor"] Don't mind the fishes lol
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note.inv command doesn't exist anymore
Theswingingturtle replied to Theswingingturtle's Support Request in Support
yeah you're right it's coming from activity reward -
Getting spammed this everytime npc hit a node with jackhammer: Command 'note.inv' not found
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"Teleport bot to destination if no path is found?": true, If the bot get's stuck following me he wont teleport to me, can that be added, cause I take it the bot only tp's on farming/picking destinations atm. Maybe set a timer? If bot isn't in the distance of owner set from config, it automatically tp to you if you have "following" on. Would be such a huge win!
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Some bodies are not lootable
Theswingingturtle replied to Theswingingturtle's Support Request in Support
Will do, thank you good sir! -
Some bodies are not loottable, and it also affects BossMonster and Dungeons NPC. If you're not in range of your TC and killing some heavy scientist enemies they become NULL and non-lootable for anyone.
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It's skinner plugin, everytime u skin something it appears. Quick fix(WORKED FOR ME): BEFORE: else if (trg != null) { //From container to player //Puts($"[{ItemManager.FindItemDefinition(item.parent.GetEntityOwner().ShortPrefabName)?.displayName?.translated ?? item.parent.GetEntityOwner().ShortPrefabName} -> {trg.displayName}] {item.info.displayName.translated} moved"); il.sourceEnt = ItemManager.FindItemDefinition(item.parent.GetEntityOwner().ShortPrefabName)?.displayName?.translated ?? item.parent.GetEntityOwner().ShortPrefabName; il.targetPl = trg.userID; il.logMessage = String.Format(lang.GetMessage("Log ItemMove", this, null), il.sourceEnt, trg.displayName, itemI); il.dropOrPick = TypeItem.MoveStP; } AFTER: else if (trg != null) { //From container to player var srcEnt = item.parent.GetEntityOwner(); if (srcEnt != null) { il.sourceEnt = ItemManager.FindItemDefinition(srcEnt.ShortPrefabName)?.displayName?.translated ?? srcEnt.ShortPrefabName; } else { il.sourceEnt = "Unknown"; } il.targetPl = trg.userID; il.logMessage = String.Format(lang.GetMessage("Log ItemMove", this, null), il.sourceEnt, trg.displayName, itemI); il.dropOrPick = TypeItem.MoveStP; }
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Hi, would it be possible to get custom categories? Appreciate all your work on this plugin!
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Support for chance/probability?
Theswingingturtle replied to Theswingingturtle's Support Request in Support
I'm using betterloot, but I really want the loottable to stay that way. There, is it not possible for you to add probability or is it alot of work for you? -
I have 78 custom items, some that are pretty rare, and a probability table is a must for me. Is there a possibility to add this for future update to all the difficulty loottables?
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The items that didn't get looted, is it supposed to fall down? Also a player reported that he could not enter a bosses body, I tested it myself, completely dead, no signs in log either, i destroyed corpse so it became a body bag but it wasn't loot able anyways. Edit: Didn't even realize, it says they're 3000+ meter away with admin radar, but they're on the ground.
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category menu on first popup on join bugged
Theswingingturtle replied to Theswingingturtle's Support Request in Support
Idk if the red message has anything with the popup panel to do, but a player was locked in it and had to do F1 kill to get out of it. A few plugins yesterday was not loading properly tho. -
category menu on first popup on join bugged
Theswingingturtle replied to Theswingingturtle's Support Request in Support
https://02830c7d-3a2a-4675-bda6-924a0c5485e4.usrfiles.com/archives/02830c_49bd60b6bd004a58b14dc2161a51920b.gz -
category menu is in the wrong spot after wipe update. It only happens during first join. If you after do /info it's good.
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(11:58:31) | Failed to call hook 'OnEntitySpawned' on plugin 'BuildingHealthManager v1.0.3' (ArgumentOutOfRangeException: Length cannot be less than zero. Parameter name: length) at System.String.Substring (System.Int32 startIndex, System.Int32 length) [0x00031] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at Oxide.Plugins.BuildingHealthManager.GetCleanPrefabName (System.String prefabName) [0x00015] in <975dd02a55db4f3987caacd87dc8a66a>:0 at Oxide.Plugins.BuildingHealthManager.Spawnhp (BaseNetworkable entity) [0x00007] in <975dd02a55db4f3987caacd87dc8a66a>:0 at Oxide.Plugins.BuildingHealthManager.OnEntitySpawned (BaseNetworkable entity) [0x00009] in <975dd02a55db4f3987caacd87dc8a66a>:0 at Oxide.Plugins.BuildingHealthManager.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00b98] in <975dd02a55db4f3987caacd87dc8a66a>: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 Getting this when spawning in a custom vehicle from Karuza's plugins. I made a temporary fix, but would love to see a update for this if you can private string GetCleanPrefabName(string prefabName) { if (string.IsNullOrEmpty(prefabName)) return null; int lastSlash = prefabName.LastIndexOf('/'); int dotPrefab = prefabName.IndexOf(".prefab", StringComparison.OrdinalIgnoreCase); if (dotPrefab == -1) return null; int startIndex = lastSlash + 1; int length = dotPrefab - startIndex; if (length <= 0) return null; return prefabName.Substring(startIndex, length); }
