BlueprintManager

Moved

Total Downloads: 5,650 - First Release: Oct 6, 2017 - Last Update: Feb 19, 2018

5/5, 23 likes
  1. 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
     
  2. Wulf

    Wulf Community Admin

    Which console?
     
  3. 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
     
  4. Wulf

    Wulf Community Admin

    What reply exactly?
     
  5. Player ' Officer Diggler (76561198206517504)' granted permission 'blueprintmanager.all'
    [DOUBLEPOST=1520472243][/DOUBLEPOST]nvm, i granted to admin and it works
     
  6. Add 10 Items in the config but ingame i get 3! Another server same config i get 5 items! Plugin not work good atm
     
  7. Works perfectly fine for me, are he BP’s you’re adding already default blueprints?
     
  8. 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
     
  9. If I’m not mistaken, Christmas lights were never craftable, only found in loot when the event was going...
    Frames are based on Steam inventory, as far as I know.
     
  10. That's correct
     
  11. 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"
        ]
      }
    }
     
  12. I could be wrong, but I believe it’s based on a first time join that it applies. I can take a look at it when I get home if you’d like.
     
  13. as far as I know, xmas.lightstring can be produced
     
  14. During the event I never seen a blueprint for it, and you’d be able to get a blueprint for it now, right? If it’s still in the game.
     
  15. Thank you @XDefaultX
     
  16. i think its the same problem like Tuck
     
  17. I don’t see a problem, the blueprints never existed, as far as I know.
    It’s like trying to get a blueprint for the M249, the item itself is there, but there’s no blueprint item for it.
     
  18. Were you ever able to check how it applies the blueprints? @XDefaultX
     
  19. Wasn't able to yesterday. Was busy.
    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);
                    }
                }
    
    This is what applies for the config.
    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);
                }
    
    These two are to unlock all of the blueprints, or just one at a time.
     
  20. Does that mean they are based off first join though? Will I just have to wait until next wipe on my server?