Great plugin, thank you! Any chance getting a config option that would somehow trap the players inside the treasure zone (with Zone Manager or Arena Wall Generator plugin perhaps) or make them unable to loot the treasure if they go too far during the event? On my server, there will be little/no competition over the box, just surviving the fire (that is going to be absolutely fierce). When soloing or cooperating, players can just move a bit further, just wait, and then get the treasure. It would be great, if there was a way to stop that from happening and truly make them earn the treasure.
DangerousTreasures
Moved
Total Downloads: 3,086 - First Release: May 20, 2017 - Last Update: Jul 20, 2018
- 5/5, 24 likes
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Is there anyway to make the Treasures only spawn in Monuments and to have the Notification tell you which Monument it is at?
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Any way to make sure the treasure doesn't spawn in mid air? Ta
Attached Files:
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Love the mod, I have added npcs to the dtds and when one is killed the player is dc from the game, NullReferenceException: Object reference not set to an instance of an object - whats up?
Last edited by a moderator: Mar 9, 2018 -
fix the npc error!!!
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"Spawn Murderers": true,
"Spawn Murderers And Scientists": false -
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@nivex anyway to fix the NPC error for scientists?
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@ProfesorKush Not sure I can fix it if it's a Rust issue. Just don't use scientists for now.
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Hmm...
[Dangerous Treasures] Event at H17
Event is actually at L7
Did the map grid change? -
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Please fix this. Here is your plugins message on my server: The /dtd still have wrong map coordinates! Use /dtd to find skinned items and good loot!
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I have the same issue keeps giving the wrong location of event
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Also getting wrong map co ords -
hello, can somebody assisst to use to fix someones Plugin to the new grid plz, we use DangerousTreasures original write from @nivex but it shows the wrong grid i know it will generate here
Code:public static string FormatGridReference(Vector3 position) // Credit: @Jake_Rich { if (showXZ) return string.Format("{0} {1}", position.x.ToString("N2"), position.z.ToString("N2")); Vector2 roundedPos = new Vector2(World.Size / 2 + position.x, World.Size / 2 - position.z); string grid = $"{NumberToLetter((int)(roundedPos.y / 150))}{(int)(roundedPos.x / 150)}"; return grid; }
Code:public static string NumberToLetter(int num) // Credit: @Jake_Rich { int num2 = Mathf.FloorToInt((float)(num / 26)); int num3 = num % 26; string text = string.Empty; if (num2 > 0) { for (int i = 0; i < num2; i++) { text += Convert.ToChar(65 + i); } } return text + Convert.ToChar(65 + num3).ToString(); }
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i have it, for a temp fix just open dangeroustreasures.cs and search line 1772 like this
Code:public static string FormatGridReference(Vector3 position) // Credit: Jake_Rich { if (showXZ) return string.Format("{0} {1}", position.x.ToString("N2"), position.z.ToString("N2")); Vector2 roundedPos = new Vector2(World.Size / 2 + position.x, World.Size / 2 - position.z); string grid = $"{NumberToLetter((int)(roundedPos.y / 150))}{(int)(roundedPos.x / 150)}"; return grid; }
string grid = $"{NumberToLetter((int)(roundedPos.y / 150))}{(int)(roundedPos.x / 150)}";
to this:
string grid = $"{NumberToLetter((int)(roundedPos.x / 150))}{(int)(roundedPos.y / 150)}";
its just the x, y chance
have fun