BlueprintManager

Moved

Total Downloads: 5,652 - First Release: Oct 6, 2017 - Last Update: Feb 19, 2018

5/5, 23 likes
  1. Hi.

    Blueprints are stored in sql now?

    This is the reason to server crash??

    bp.jpg
     
  2. pluggin is no working no more dont unlock all bps
     
  3. Plugin author hasn't responded in a while now, if he's still around.
     
  4. Everytime i reload the plugin it gives all BP's even tho i revoked myself the .all perm. And how do i add BP's to the config so ppl have them unlocked by default?
     
  5. I removed the plugin and everyone still had full access to all blueprints. How do I fix this?
     
  6. wipe the server
     
  7. LMAO im not wiping my server moron
     
  8. No need to speak like that here mans. Another option going forward here is to shut server down, and delete the files that record user statistics by deleting these folders/file from ..../serverDirectory/server/YourServerIdentity/

    user (folder)
    user.1 (fodler, may not be there)
    player.blueprints.1.db (file)

    and then restart server from there
     
  9. Don’t ask for help next time, moron.
     
  10. I asked how to wipe the blueprints, not my server.
     
  11. Hello!

    Since last update we've experienced some "server freezes" when new people (since last blueprint wipe) connecting. I just managed to track down that issue to this plugin, if i wipe blueprints and people join it will freeze the server on their first join, if i unload plugin the problem won't be there. Any fix? Would be great!
     
  12. Method player.UnlockAll() so luggy.

    Replace player.UnlockAll() by UnlockAll(player) and add this code:
    Code:
    private void UnlockAll(BasePlayer player)
            {
                var instance = SingletonComponent<ServerMgr>.Instance;
                PersistantPlayer playerInfo = instance.persistance.GetPlayerInfo(player.userID);          
                foreach (ItemBlueprint itemBlueprint in ItemManager.bpList)
                {
                    if (itemBlueprint.userCraftable && !itemBlueprint.defaultBlueprint)
                    {                  
                        if (playerInfo.unlockedItems.Contains(itemBlueprint.targetItem.itemid))                  
                            continue;
                       
                        playerInfo.unlockedItems.Add(itemBlueprint.targetItem.itemid);
                       
                    }
                }
                instance.persistance.SetPlayerInfo(player.userID, playerInfo);
                player.SendNetworkUpdateImmediate(false);
                player.ClientRPCPlayer<int>(null, player, "UnlockedBlueprint", 0);
            }
     
  13. Please add this, or help me add!
     

    Attached Files:

  14. I did as you told me and replaced player.UnlockAll() by UnlockAll(player), added the code you sent just above, is there any specific place i need to add it to? Plugin loads fine as this but the problem is unfortunately still there, server freezes when someone "new" trying to login & needs to get the blueprints of the plugin.

    Thanks for helping out tho! Very much appreciated
    Gyazo - 941250cfc2061e978973403062bf6c1f.png
     
  15. Sorry to dig up an old thread. I am trying to make it so anyone that joins the server doesnt have to hunt for blueprints. I've done "oxide.grant user herrkenny admin blueprintmanager.admin" to give myself access to the blueprint manager, then entered "oxide.grant group default blueprintmanager.all" but the command "blueprint <unlockall|resetall> <player>" can only be used with a specific player name. I cannot find the syntax to unlockall for the default group. "Error, no player found by the name of default". Is there a way to do this ?
     
  16. Maybe the "oxide.grant group default blueprintmanager.all" is what gives everyone access to permissions. My error.
     
  17. May be fix [Info("Blueprint Manager", "Jacob", "1.0.2")] Kappa, you or Jacob ?) and add resourceid into info
     
  18. error CS0841: A local variable `playerInfo' cannot be used before it is declared
    [DOUBLEPOST=1517499424][/DOUBLEPOST]But declaration exist
    Code:
    PersistantPlayer playerInfo = instance.persistance.GetPlayerInfo(player.userID);          
     
  19. Maybe
    Code:
            private void UnlockAll(BasePlayer player)
            {
                var instance = SingletonComponent<ServerMgr>.Instance;
                var playerInfo = instance.persistance.GetPlayerInfo(player.userID);         
                foreach (ItemBlueprint itemBlueprint in ItemManager.bpList)
                {
                    if (itemBlueprint.userCraftable && !itemBlueprint.defaultBlueprint)
                    {                 
                        if (playerInfo.unlockedItems.Contains(itemBlueprint.targetItem.itemid))                 
                            continue;
                      
                        playerInfo.unlockedItems.Add(itemBlueprint.targetItem.itemid);
                      
                    }
                }
                instance.persistance.SetPlayerInfo(player.userID, playerInfo);
                player.SendNetworkUpdateImmediate(false);
                player.ClientRPCPlayer<int>(null, player, "UnlockedBlueprint", 0);
            }
     
  20. Hello friends, do you have any idea how I change the chat "/blueprint" command to the console? I wanted to run your console!
    [DOUBLEPOST=1517504042][/DOUBLEPOST]
    Can you help me with my question above?