got it, thanks
[DOUBLEPOST=1520471454][/DOUBLEPOST]it still says you lack permission. do i need to rejoin? i did oxide.grant user 76561198206517504 blueprintmanager.all in console
BlueprintManager
Moved
Total Downloads: 5,650 - First Release: Oct 6, 2017 - Last Update: Feb 19, 2018
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Wulf Community Admin
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my rust admin.com
[DOUBLEPOST=1520471647][/DOUBLEPOST]i used the rcon command line in server control for my hosting service and got the same reply from my rust admin -
Wulf Community Admin
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Player ' Officer Diggler (76561198206517504)' granted permission 'blueprintmanager.all'
[DOUBLEPOST=1520472243][/DOUBLEPOST]nvm, i granted to admin and it works -
Add 10 Items in the config but ingame i get 3! Another server same config i get 5 items! Plugin not work good atm
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They are different BP. standard and not standard. The funny thing is that it goes on the one server and on the other bp missing. Example xmas lights do not work or the potrait frame
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Frames are based on Steam inventory, as far as I know. -
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The first time I added most of the tier 1 blueprints to the json file it worked perfectly, however once I added the remaining tier 1 blueprints that I had forgotten to add in the first time it didn't add those blueprints. I've tried removing/adding the plugin but nothing I do works. Any help would be greatly appreciated
Code:{ "Settings": { "Default blueprints": [ "arrow.fire" "pistol.ammo" "floor.grill" "gates.external.high.wood" "ladder.wooden.wall" "wall.external.high" "wall.frame.fence.gate" "wall.frame.fence" "wall.frame.garagedoor" "wall.window.bars.metal" "shutter.metal.embrasure.a" "shutter.metal.embrasure.b" "wall.window.bars.toptier" "bucket.helmet" "hat.miner" "riot.helmet" "jacket.snow" "jacket" "pants" "shirt.collared" "shirt.tanktop" "tshirt" "tshirt.long" "barricade.sandbags" "barricade.woodwire" "trap.bear" "bed" "ceilinglight" "chair" "dropbox" "fridge" "target.reactive" "guntrap" "water.catcher.small" "flameturret" "tool.binoculars" "flare" "weapon.mod.flashlight" "weapon.mod.simplesight" "weapon.mod.silencer" "grenade.beancan" "salvaged.cleaver" "shotgun.double" "hatchet" "mace" "pickaxe" "shotgun.waterpipe" "pistol.revolver" "hammer.salvaged" "explosive.satchel" "salvaged.sword" ] } }
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as far as I know, xmas.lightstring can be produced
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i think its the same problem like Tuck
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It’s like trying to get a blueprint for the M249, the item itself is there, but there’s no blueprint item for it. -
Were you ever able to check how it applies the blueprints? @XDefaultX
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I can take a look right now.
[DOUBLEPOST=1520696847][/DOUBLEPOST]Code:public static void UnlockConfig(this BasePlayer player) { foreach (var shortName in BlueprintManager.Instance.GetDefaultBlueprints) { if (string.IsNullOrEmpty(shortName)) continue; player.UnlockItem(shortName); } }
Code:public static void UnlockAll(this BasePlayer player) { var blueprintComponent = player.blueprints; if (blueprintComponent == null) return; blueprintComponent.UnlockAll(); } public static void UnlockItem(this BasePlayer player, string shortName) { var blueprintComponent = player.blueprints; if (blueprintComponent == null) return; var itemDefinition = BlueprintManager.Instance.GetItemDefinition(shortName); if (itemDefinition == null) return; blueprintComponent.Unlock(itemDefinition); }
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