try this , u need add this "
Code:{ "Settings": { "Default blueprints": [ "shirt.collared", "shirt.tanktop", "tshirt", "tshirt.long", ....
BlueprintManager
Moved
Total Downloads: 5,650 - First Release: Oct 6, 2017 - Last Update: Feb 19, 2018
- 5/5, 23 likes
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How do i remove blueprints from vanilla barrels loot? I use BetterLoot on all except barrels...
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does this plugin still work after the update?
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BluePrintmanager is no longer getting updated i see. And this my friend causes issues, For example, players gets kicked everytime a new player joins due to packet flooding... how to fix?
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The privilege does not work - blueprintmanager.noworkbench, always requires workbench
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@Kappasaurus
So Im way new at this. Im just trying to give all blueprints to everyone when they join. From the commands it looks like I have to give them all to each player by name when they join. I have all the perms just the command read /blueprints unlockall (player) -
players gets kicked everytime a new player joins due to packet flooding... how to fix?
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Blueprint Manager it does not work well for the players
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@Kappasaurus, heyo!
Idk what happaned, but it looks like PlayerBlueprints.UnlockAll causes the server to freese, due to the hight execution time...
Here is my workaround:
Code:IEnumerator UnlockAll(BasePlayer player) { if(!player.IsConnected) yield break; if(Available.All(bp => player.blueprints.IsUnlocked(bp))) yield break; foreach (var def in Available) { PersistantPlayer playerInfo = ServerMgr.Instance.persistance.GetPlayerInfo(player.userID); if (!playerInfo.unlockedItems.Contains(def.itemid)) { playerInfo.unlockedItems.Add(def.itemid); ServerMgr.Instance.persistance.SetPlayerInfo(player.userID, playerInfo); } yield return new WaitForFixedUpdate(); } player.SendNetworkUpdateImmediate(); player.ClientRPCPlayer(null, player, "UnlockedBlueprint", 0); }
Code:if (permission.UserHasPermission(player.UserIDString, config.All)) ServerMgr.Instance.StartCoroutine(UnlockAll(player));
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Using this is the right way:
Code:// UnityEngine.CoroutineEx public static WaitForFixedUpdate waitForFixedUpdate = new WaitForFixedUpdate();
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Btw - do you have any idea of what this can be?
Why calling an in-game method causes such behaviour? -
Anyway, @Kappasaurus, I was a bit wrong. The code above doesn't work that well.
It looks like the problem is in the storing part -Code:ServerMgr.Instance.persistance.SetPlayerInfo(player.userID, playerInfo);
Code:---- private readonly Queue<ulong> _order = new Queue<ulong>(); private bool _inProgress; ---- if (_order.Any() && !_inProgress) { _inProgress = true; ServerMgr.Instance.StartCoroutine(Unlock(_order.Dequeue())); } --- List<ItemDefinition> list = GetBpist(player); if (list.All(player.blueprints.IsUnlocked)) { _inProgress = false; yield break; } PersistantPlayer playerInfo = ServerMgr.Instance.persistance.GetPlayerInfo(player.userID); foreach (var def in list) { if (!playerInfo.unlockedItems.Contains(def.itemid)) { playerInfo.unlockedItems.Add(def.itemid); } //yield return WaitForFixedUpdate; } ServerMgr.Instance.persistance.SetPlayerInfo(player.userID, playerInfo); player?.SendNetworkUpdateImmediate(); player?.ClientRPCPlayer(null, player, "UnlockedBlueprint", 0); _inProgress = false;
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Hey, Kappasaurus I just recently installed your mod but I'm unsure why it isn't working I believe I've taken all the steps I've needed for it to work properly but still not luck. Anyway you could screen share with me or help in anther way? The file shows up in the "config" folder as a .JSON and I edited the way I wanted it but nothing happens in the server?
Attached Files:
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blueprintmanager.noworkbench
no runLast edited by a moderator: Jul 11, 2018 -
i have added The plugin and its in my folder but it wont load on my server. It always says "Blue printManager (1) - Unloaded" Please help thanks!
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[DOUBLEPOST=1531335139][/DOUBLEPOST]Last edited by a moderator: Jul 11, 2018 -
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