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Flint Monkey

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Everything posted by Flint Monkey

  1. I also leave my map unchanged as I worry about issues with player data and builds when I update the map. I'll try removing the .map file (keeping the sav files in place) to see if it makes a difference when there are no players on.
  2. Thanks for responding, @jakman76. I have not updated the map since I started it and _think_ the RustEdit.dll is up-to-date. I am dependent on my host provider for that one, but they pull it directly from GitHub. I have the elevator installed in 2 locations on the map and both have the same issue. It's a bit troublesome as I actually built my own base in one of them. ATM I am getting by with noclip. Should I try reloading the map?
  3. @jakman76 - it appears that the Halloween update broke this prefab. The elevator car disappeared and can no longer be called. It's unfortunate, as I love this prefab.
  4. Flint Monkey

    Update

    Same here... this is the error that appears in console: Is it possible that Facepunch changed something about the FogMachine?
  5. Flint Monkey

    Shop UI

    @David - I am trying to add the ability for players to purchase heli calls to the store and am getting the following error in the console: I have the following in Commands.json: and the following in Categories.json: Am I missing something?
  6. Flint Monkey

    Shop UI

    I'm likely not the first person to ask this... is it possible to add an option for labels to the shop items? For example, if I want to give players the ability to purchase the blue and the orange jumpsuit, both look the same in shop and it's hard to tell them apart (unless I go hunting for custom images).
  7. Thanks again, @Steenamaroo!!
  8. I did try using my backup. I first started getting an error on my config this week (I believe after the 2nd to last Oxide update). I thought perhaps by regenerating a new config file, I could compare my code to the one generated and work my way back to a good state. As you can see, I'm unable to generate a new config file, though I cannot tell why. I sent you my old config file via discord.
  9. Looks like the screenshot did not attach... you can see the filesize in the attached though.
  10. Here are the steps I just went through: Delete RustRewards.cs from oxide/plugins/ on the server via ftp Delete RustRewards.json from oxide/config/ on the server via ftp Download the latest version of RustRewards.cs from codefling (here) Upload RustRewards.cs to /oxide/plugins/ on the server via ftp RustRewards.cs ATTEMPTS to load and the following is generated in WebRCON. Note that the NEW RustRewards.json config file that is generated is 2 bytes in size on the server??? (see screenshot and attached resulting file) Is it possible that the config file being generated by the plugin itself is bad? Failed to initialize plugin 'RustRewards v3.1.0' (JsonReaderException: Unexpected character encountered while parsing value: {. Path 'Settings', line 2, position 15.) at Newtonsoft.Json.JsonTextReader.ReadStringValue (Newtonsoft.Json.ReadType readType) [0x00366] in <271c58b7a8684db5a2c92be17a81f252>:0 at Newtonsoft.Json.JsonTextReader.ReadAsString () [0x00000] in <271c58b7a8684db5a2c92be17a81f252>:0 at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.ReadForType (Newtonsoft.Json.JsonReader reader, Newtonsoft.Json.Serialization.JsonContract contract, System.Boolean hasConverter) [0x00077] in <271c58b7a8684db5a2c92be17a81f252>:0 at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateDictionary (System.Collections.IDictionary dictionary, Newtonsoft.Json.JsonReader reader, Newtonsoft.Json.Serialization.JsonDictionaryContract contract, Newtonsoft.Json.Serialization.JsonProperty containerProperty, System.String id) [0x00262] in <271c58b7a8684db5a2c92be17a81f252>:0 at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject (Newtonsoft.Json.JsonReader reader, System.Type objectType, Newtonsoft.Json.Serialization.JsonContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract containerContract, Newtonsoft.Json.Serialization.JsonProperty containerMember, System.Object existingValue) [0x002a8] in <271c58b7a8684db5a2c92be17a81f252>:0 at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal (Newtonsoft.Json.JsonReader reader, System.Type objectType, Newtonsoft.Json.Serialization.JsonContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract containerContract, Newtonsoft.Json.Serialization.JsonProperty containerMember, System.Object existingValue) [0x0006d] in <271c58b7a8684db5a2c92be17a81f252>:0 at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize (Newtonsoft.Json.JsonReader reader, System.Type objectType, System.Boolean checkAdditionalContent) [0x000d9] in <271c58b7a8684db5a2c92be17a81f252>:0 at Newtonsoft.Json.JsonSerializer.DeserializeInternal (Newtonsoft.Json.JsonReader reader, System.Type objectType) [0x00053] in <271c58b7a8684db5a2c92be17a81f252>:0 at Newtonsoft.Json.JsonSerializer.Deserialize (Newtonsoft.Json.JsonReader reader, System.Type objectType) [0x00000] in <271c58b7a8684db5a2c92be17a81f252>:0 at Newtonsoft.Json.JsonConvert.DeserializeObject (System.String value, System.Type type, Newtonsoft.Json.JsonSerializerSettings settings) [0x0002d] in <271c58b7a8684db5a2c92be17a81f252>:0 at Newtonsoft.Json.JsonConvert.DeserializeObject[T] (System.String value, Newtonsoft.Json.JsonSerializerSettings settings) [0x00000] in <271c58b7a8684db5a2c92be17a81f252>:0 at Newtonsoft.Json.JsonConvert.DeserializeObject[T] (System.String value) [0x00000] in <271c58b7a8684db5a2c92be17a81f252>:0 at Oxide.Core.Libraries.Lang.GetMessageFile (System.String plugin, System.String lang) [0x00067] in <bae5f1223fce49c493b01571c99dce02>:0 at Oxide.Core.Libraries.Lang.RegisterMessages (System.Collections.Generic.Dictionary`2[TKey,TValue] messages, Oxide.Core.Plugins.Plugin plugin, System.String lang) [0x00032] in <bae5f1223fce49c493b01571c99dce02>:0 at Oxide.Plugins.RustRewards.Init () [0x00077] in <3373ac71ae794e99b919a8dbc4a3239f>:0 at Oxide.Plugins.RustRewards.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00083] in <3373ac71ae794e99b919a8dbc4a3239f>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <bae5f1223fce49c493b01571c99dce02>:0 at Oxide.Core.Plugins.CSPlugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x00043] in <bae5f1223fce49c493b01571c99dce02>:0 Unloaded plugin RustRewards v3.1.0 by Steenamaroo Previous version of plugin failed to load: RustRewards RustRewards.json
  11. I made changes to the config file but deleted it from the server and tried to reload the plugin. You can see in the above that it tried to recreate the config file:
  12. Downloaded and updated to the latest version (3.1.0) and get the following in console (tried deleting the config file to start fresh):
  13. Flint Monkey

    How multipliers work

    I'm setting up my config and wondering if... Multipliers are cumulative (build on each other). For example, for "Distance_Multipliers", If I have a multiplier of 2.0 for "Distance_050" and then a multiplier of 2.0 for "Distance_100", does that become a multiplier of 4.0? Is there a way to reduce multipliers based on weapon mods? For example, if someone is using an LR96 WITH a weapon.mod.8x.scope/weapon.mod.small.scope AND a weapon.mod.lasersight, they should likely get less points than someone without those mods. Some of my bots in BotReSpawn are harder than others. Is there a way to provide more rewards for those that are harder to kill? Perhaps if there was an option to set rewards based on healthpoints?
  14. Yes, please! Also, is it possible to add a list of "works with.../dependent on..." to the documentation on the Description page? For example, I want to use Server Rewards for my currency and am wondering, "does this replace the ServerRewards plugin on uMod or do I need both?"
  15. @Steenamaroo - any suggestions on how to push/report rewards granted to a Discord channel?
  16. Please see https://codefling.com/files/sc/4692-updater-is-prompting-me-to-update-shop-1162-129/?tab=comments#comment-23484. It appears that we're using the current version of Shop UI, but the tool is not recognizing it as such.
  17. When Updater runs, it prompts me as follows: Not a high priority issue, but thought you should be aware.
  18. Flint Monkey

    Welcome Panel

    No worries - I'm already more than 1/2 way through migrating the data. It never hurts to ask.
  19. Flint Monkey

    Welcome Panel

    Hey @David, I just purchased the bundle (Welcome Info + Addons + Shop UI) and I'll be migrating from the. uMod Server Info plugin. Is there a quick/easy way to migrate my content in the config files? Thanks! Flint
  20. Is there a way to remove mormon_tea_c once it's been placed? I cannot seem to hit it with the hammer...
  21. Flint Monkey

    XPerience

    It does not increase Armor if - for example - you’re standing under a bear rug head and comfort level is maxed. Why would candles have this effect and not other comfort items?
  22. Flint Monkey

    XPerience

    Looks like it's NOT the eggs... it's the candles that cause Armor to increase.
  23. Flint Monkey

    XPerience

    @MACHIN3 - you're going to think I am crazy with this issue, We're finding that if you move into a space where there's 100% comfort AND eggs, the Armor stat maxes out once a player has full health. Here are steps to reproduce and screenshots to document: 0) Create an area in your base where comfort is 100% and egg(s) are present. 1) Make sure Armor stat is _not_ at 100% (in my case, less than 10/10 here): 2) Enter base and place self in comfort zone: 3) Allow health to reach full level: 4) Wait... you will see Armor increase (above it's already ticking up) to full:
  24. I'm seeing the following in the console when a player triggers Monument Lock (on version 1.3.1):
  25. Flint Monkey

    Server Hud

    I've used the Land Flood plugin [1] and plan to add it back next month. The plugin allows you to either flood your map slowly over the time to wipe, or create a storm event and flood the land. I intend to do the second one and players will need to get above a flood level when the storm comes. It'd be helpful for them to have the ability to see what their altitude is above the standard water level (500). My current workaround: I could use Magic Panel for this with the Magic Coordinates Panel [2] , suppressing the x and y coordinates, but it's not as clean. Thanks for considering! [1] https://www.myvector.xyz/index.php?resources/land-flood.3/ [2] https://umod.org/plugins/magic-coordinates-panel
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