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Everything posted by Somescrub
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I'm not sure if it occurred with one of the Naval Update hotfixes, or the March update... but items with durability that are worn are deleting other worn items when reaching 0 durability. I am running a lot of other plugins, but I did troubleshoot this over the last 12 or so hours and was able to pinpoint it to this. I specifically rewrote your randomitem.condition logic below and it is working as expected now: if (randomitem.condition <= 0f) { if (!configData.popoff) { // Leave broken armor in place. Do not remove/reinsert it. return null; } NextTick(() => { if (randomitem == null || randomitem.info == null) return; if (configData.toinventory) { if (!target.inventory.containerMain.IsFull()) { if (!randomitem.MoveToContainer(target.inventory.containerMain)) { randomitem.Drop(target.transform.position, target.eyes.BodyForward() * 1.5f); } } else { randomitem.Drop(target.transform.position, target.eyes.BodyForward() * 1.5f); } } else { randomitem.Drop(target.transform.position, target.eyes.BodyForward() * 1.5f); } }); }
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Any chance you could add a config option that would disable the ability to enhance a tier type via epic scrap - similar to how you were able to restrict crafting via permission? I'd like to add an additional tier to my setup, but I only want those particular tiered items to be obtainable via loot. I've restricted the crafting, but running into an issue where you could still obtain them directly via the equipment enhancer.
- 279 comments
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- #enhanced
- #custom loot
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- 602 comments
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- #hud
- #interface
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I just got this, because I mean this is amazing looking. Some requests I already have, based on them missing in the json: - Make it so you can configure the drones turret accuracy - Make it work with Economics plugin for purchasing from the shop - Different drone tiers for purchase, in addition to the permissions stuff?
- 107 comments
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- #drone
- #iqguardiandrone
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- 46 comments
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- #christmas
- #npc
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- 46 comments
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- #christmas
- #npc
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@Razor Love the plugin - little bit of a learning curve, but got some things figured out. Lots that can be done with this thing indeed. Just wanted to point out that the prefab you are using appears to conflict with anyone using a vehicle vendor block mechanism... I changed line 2030 to reflect assets/prefabs/npc/bandit/missionproviders/missionprovider_outpost_b.prefab and it got things working without issue, but I did want to suggest you change this so others don't run into a similar issue, if possible (or maybe add some sort of config option to choose another prefab?). Maybe it isn't a big enough issue, but thought I would mention it - maybe someone else will see this and benefit.
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- 279 comments
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Sure - So let's take 3 combat knives that each had the Skinners enhancement type, and each spanned 3 of the 4 tiers (C,B,A). The concept would allow for the three items to be combined via a method (possibly with a catalyst to enable the method, like economics cash), and would provide the player with a chance upon combination to produce an enhanced item (same item), with the same enhancement (Skinners), with a higher tier output than the lesser of the three combined. Using the example, this would provide a chance on combine to create a tier S Skinners combat knife for the cost of x economics cash and the original 3 items. Essentially this is a gambling method for enhanced items that is an alternate way for players to get an upgraded enhancement in addition to the way epic scrap works today - and could also be tied to economics or other rp systems as mentioned.
- 279 comments
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Recently members of my community asked if I could forward a request for this plugin to enable the combining of same enhancements/item to either increase the tier (or chance at increase). Thought this would be a cool idea to maybe have x number of same enhancement items and re-roll them for an x chance at a higher tier enhancement (than the highest tier in the existing bunch being re-rolled).
- 279 comments
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Is there any way to make the new menu UI scale larger? I am getting a lot of complaints from my community about how small the text is to read now, compared to before. Additionally, we are all missing the stat summary page as it was so easy to get a comprehensive view of your loadout from there. Now we have to go page by page and it just doesn't feel as intuitive - not sure if we could get a stat/skill summary view back again. Otherwise the plugin pages perform much better now, just needs some UX love.
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Any chance you could add a config option to accept Skin ID'd items within the raiding NPCs inventory - specifically the thrown explosives? I've got a radical idea to incorporate the custom supply signals of the below mod, with the ability to be thrown by the raiding NPCs during a counter raid. For instance. It seems I could set the shortname of a supply signal in the config, but I would also need support for the SkinID to make it work right.
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Enhancement Request: Is there a possibility that you could add a bit of functionality to be able to craft in bulk, versus needing to craft one item at a time? Or if this already exists can you inform on how to accomplish that? Specifically I am looking to enable players to craft Diesel barrels in bulk, so say 750 barrels for 500k low grade as a single craft, instead of needing to click 750 times in the menu to get a similar output as I believe it can only function currently.
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- 279 comments
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- #enhanced
- #custom loot
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Awesome plugin - I was able to retire the gatheringclothes plugin and use this exclusively. I heavily modified Enchanting to provide craftable defensive enhanced attire, but I could see this potentially replacing that. Only problem I have right now is that Enchanting will overwrite an EpicLoot item. Any way you could add an enhancement for melee/projectile damage reduction to EpicLoot?
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Would love to see support for static enchantments - specifically the ability to enchant things like repairable armor sets that permanently inherent the effects of an enchantment, without the need to "activate" the ability. Or just let me know what to remove in the plugin code to enable the plugin to ignore when something is switched from the hotbar (and thus not cancelling an active effect).
- 41 comments
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- #enchanting
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Yes - currently I am using the economics part of BotReSpawn to facilitate the $ side of our server objectives. However, XP rewards are limited to generic values, since they cannot be specified within BotReSpawn itself, for other plugins such as XPerience. I did mention this to the developer of XPerience and he said it would be totally up to you to utilize his hooks, which is why I am mentioning it here Would love to see integration of XP with the profiles - would really add depth to RP servers that rely heavily on XP systems, in addition to the reward structure already in place.
