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Somescrub

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  1. Hey there @imthenewguy, Testing out your latest update, have some questions pertaining to the permissions per tier: "tierInfo": { "e": { "chance_weight": 100, "min_value": 0.25, "max_value": 0.5, "required_crafting_perm": true }, "s": { "chance_weight": 0, "min_value": 0.15, "max_value": 0.25, "required_crafting_perm": null }, "a": { "chance_weight": 0, "min_value": 0.1, "max_value": 0.17, "required_crafting_perm": null }, "b": { "chance_weight": 0, "min_value": 0.05, "max_value": 0.12, "required_crafting_perm": null }, "c": { "chance_weight": 0, "min_value": 0.03, "max_value": 0.08, "required_crafting_perm": null } }, What does "required_crafting_perm": null need to change to in order for it to be restricted to a perm? I tried true/false, and "EpicLoot.craft" as options, but all of my tests have failed when setting the new tier to the highest probability and the others to 0 (testing to make sure it absolutely blocks it in all cases)
  2. Somescrub

    Luck

    Does this work with Alphaloot?
  3. Somescrub

    Console error during raids

    NullReferenceException at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component) at Oxide.Plugins.RandomRaids+RandomRaiderBrain+BaseLauncherState.fireRocket (BaseProjectile _ProectileWeapon, UnityEngine.Vector3 locations) [0x00000] in <6b37ae663f40459bb15c5725511a07e1>:0 at Oxide.Plugins.RandomRaids+RandomRaiderBrain+BaseLauncherState+<WeaponFireTest>d__12.MoveNext () [0x00281] in <6b37ae663f40459bb15c5725511a07e1>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <6ef01846f2094996aa9c77a64b17827d>:0
  4. I am also available to test for Alphaloot if needed (great feature addition)
  5. @Steenamaroo - Absolutely - I have a dedicated test instance that I have been playing around with this on anyway, more than happy to do that for ya... and appreciate you even attempting to integrate!
  6. @Steenamaroo - Ah, that would make sense then... I was under the impression you could select/define any other loot profile available in BotReSpawn, and as long as it was setup over in AlphaLoot and it was set true in BotReSpawn, then it would populate with the AlphaLoot replacement for that loot profile. So what you are saying is that, when using AlphaLoot, I am stuck with just the scientistnpc_roam profile via AlphaLoot, unless I want to use CustomLoot to define additional profiles. I will check it out and see if it can accomplish what I am after. Would be an awesome feature if you could integrate the AlphaLoot profile options in the same way, but I understand if it isn't a technically feasible endeavor.
  7. Ok - I don't know if this matters, but I don't ever use the gui. I did modify individual numbers for food today, and it did not work as it should though - the global multiplier didn't seem to be affecting food properly for some reason. The latter might not be related, but the fact I don't use the gui with this issue might?
  8. I happened to be exploring some drops in FPS on my servers, and noticed this: 114 "Stack Modifier" (2.5.8) by Khan (192.28s / 7 GB) - StackModifier.cs I have never seen a plugin go above 1GB, let alone 7? Just wondering if there is a leak or something happening?
  9. @Steenamaroo I did some more testing....definitely think there is something else going on here. Even when I try enabling an unmodified vanilla container from Alphaloot (so using Alphaloot loot_barrel_1 as an example) for the BotReSpawn profile npc loot container, it does not populate the NPC on death when AlphaLoot is checked true. This is a default profile and one of the default options for BotReSpawn to choose from. If use Alphaloot is checked true there is no loot spawning on the corpses. When I set it false it will. Alphaloot doesn't control anything beyond what is going to be in a particular container, the chances of it dropping, and whether or not the container is being controlled by it. I have all of these things set, but they just aren't translating when a Bot dies. I did manage to get my custom profile to work, but only when modifying the scientist_roam loot profile for AlphaLoot. This happens to be the type of NPC BotReSpawn uses by default, and corresponds to the Default NPC loot setting. The problem I have is that this does not make the use of loot profiles unique to them, which is the purpose of using the custom loot profiles over in AlphaLoot and making them the container of choice for BotReSpawn to use on death.
  10. I've been at this for hours - cycled through every setting I could think of. I cannot for the life of me get the bots to spawn a custom AlphaLoot profile on death. I can see it working the slot amounts properly (chance for x number of items, the rest greyed out), but the item slots are never populating with anything. It seems as though it only identifies default loot profiles (like Default NPC works) - as soon as I change that to a custom one though, nothing. Not sure what else to be doing at this point - I have run out of potential things to try on my end.
  11. You can go ahead and close this I think - Krung is looking into this on his end, but I believe this is entirely a conflict between his newest code and the Custom Vending Setup plug.
  12. Hmm, ok strange some images won't load and give a chat message to indicate they can't be from autosigns - would that just be a size or link issue maybe then?
  13. Any chance support for picture frames can be added?
  14. @Krungh Crow - any updates on this by chance?
  15. I'm running a progression system that is meant to scale, with the hardest content lending itself to highly altered equipment via Epicloot. I have a great desire to add some additional tiers beyond "S", but I don't want items in these other tiers to be craftable as Epicloot items. Is that something you could add relatively easily? - would be an awesome enhancement!
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