It does not work correctly with "Gather" quests. When you hit that new mini game X dots on tree or ores , at the end mini game system of Rust gives you extra resources and plugin can't count that.

Quests
Creates quests for players to go on to earn rewards, complete with a GUI menu
Total Downloads: 9,320 - First Release: May 31, 2015 - Last Update: Jun 11, 2018
- 5/5, 53 likes
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Is is possible for this to be updated? -
Does anyone know how to get the quest vendors to work? I cant seem to figure it out.
Ive set
"UseNPCVendors": true
so I'm not sure why I don't get any new prompt when accessing the npc. -
Code:/questnpc - Used to register a NPC vendor (requires you to start the process through the menu!) You may also assign a name to the NPC by adding the name after the command. Example: /questnpc Lakeside Vendor *Note that the name does not require it to be in quotation marks
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@k1lly0u
Mind changingCode:[PluginReference] Plugin HuntPlugin;
Code:[PluginReference] Plugin HuntRPG;
And all of the hooks that use HuntPlugin as well.
That would be amazing! -
Hey @Wulf
If I give you an updated .cs file for this, and you look over it, could you post an update?
I fixed the dispenser bonus bug with gathering HQO.
I also patched up the HuntRPG stuff as well.
[DOUBLEPOST=1517632768][/DOUBLEPOST]
Code:// Gather void OnDispenserGather(ResourceDispenser dispenser, BaseEntity entity, Item item) { BasePlayer player = entity?.ToPlayer(); if (player != null) if (hasQuests(player.userID) && isQuestItem(player.userID, item.info.shortname, QuestType.Gather)) ProcessProgress(player, QuestType.Gather, item.info.shortname, item.amount); } void OnPlantGather(PlantEntity plant, Item item, BasePlayer player) { if (player != null) if (hasQuests(player.userID) && isQuestItem(player.userID, item.info.shortname, QuestType.Gather)) ProcessProgress(player, QuestType.Gather, item.info.shortname, item.amount); } void OnCollectiblePickup(Item item, BasePlayer player) { if (player != null) if (hasQuests(player.userID) && isQuestItem(player.userID, item.info.shortname, QuestType.Gather)) ProcessProgress(player, QuestType.Gather, item.info.shortname, item.amount); }
Code:// Gather void OnDispenserGather(ResourceDispenser dispenser, BaseEntity entity, Item item) { BasePlayer player = entity?.ToPlayer(); if (player != null) if (hasQuests(player.userID) && isQuestItem(player.userID, item.info.shortname, QuestType.Gather)) ProcessProgress(player, QuestType.Gather, item.info.shortname, item.amount); } void OnPlantGather(PlantEntity plant, Item item, BasePlayer player) { if (player != null) if (hasQuests(player.userID) && isQuestItem(player.userID, item.info.shortname, QuestType.Gather)) ProcessProgress(player, QuestType.Gather, item.info.shortname, item.amount); } void OnCollectiblePickup(Item item, BasePlayer player) { if (player != null) if (hasQuests(player.userID) && isQuestItem(player.userID, item.info.shortname, QuestType.Gather)) ProcessProgress(player, QuestType.Gather, item.info.shortname, item.amount); } void OnDispenserBonus(ResourceDispenser dispenser, BasePlayer player, Item item) { if (player != null) if (hasQuests(player.userID) && isQuestItem(player.userID, item.info.shortname, QuestType.Gather)) ProcessProgress(player, QuestType.Gather, item.info.shortname, item.amount); }
This also looks to fix the "gathering at vanilla rate" thing as well.
Can confirm it fixes the vanilla gather rate.
Seems to break after a bit, lemme look into it.
[DOUBLEPOST=1517633401][/DOUBLEPOST]Last edited by a moderator: Feb 3, 2018 -
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want a list ? HA
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When I type Quest Item nothing happens. I am stuck at creating quests ;-(
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Ok maybe my mistake to not say what I tried. (I did just like: it is not working help....)
I tried (all in chat, so everyone sees it right?)
'Quest Item'
Quest Item
quest item
'quest item'
"quest item"
None of them with / (like the overview said) -
Normally just quest item works. Once I get home I could probably check a few things out. -
Thanks mate!
If I have an example then I could make them myself.
When I get the hang of it I might make a "Tool" with powershell to write quests there and export it to json.