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Norda Scripts
76561198033784269๐จ Creator
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๐ Osgmod Stats
Creators Stats | |
---|---|
โ๏ธ Scripts created: | 79 scripts |
โญ๏ธ 568 Reviews: | โ โ โ โ โ |
๐ช Averages on 568 Reviews: | 4.98/5 |
๐ Sales: | 10959 |
๐ Updates released: | 1307 updates |
Users Stats | |
๐ Commented scripts: | 168 |
โ๏ธ Coffee offered: | 0 |
๐ Last login: | 1735092570 |
๐พ Joined: | 1432600035 |
Forums Stats | |
๐ Forum Posts: | 169 |
โฉ๏ธ Forum Reply: | 76 |
โค๏ธ Reactions Given: | 25 |
๐ณ Reactions Received: | 63 |
โญ๏ธ 1307 Updates released
All updates published by Norda Scripts - page 41
v2.5
+All link use now the https protocol
v2.3
๐
Changed :
All link use now the https protocol
All link use now the https protocol
v2.8
+New Activation System
+All link use now the https protocol
+All link use now the https protocol
v3.6
๐ Added :
- New Activation System
- All link use now the https protocol
- New Activation System
- All link use now the https protocol
v1.1
๐ Added :
New Activation System
All link use now the https protocol
New Activation System
All link use now the https protocol
v2.0
๐ Added :
- New Activation System
- All link use now the https protocol
- New Activation System
- All link use now the https protocol
v1.8
+New Activation System
+All link use now the https protocol
+All link use now the https protocol
v1.7
Before the chat_command: '!loot_finder' was accessible to everyone.
A new option allows you to choose if everyone can use it, or if only some ranks can use it. For example, vip, donator, admin, there is no limit.
New in the config file:
+ESPM_CONFIG.loot_finder_for_all=1
Note: 1 by default every one can use the chat command to detect the distance of the spawner of loot, 0 = Only the ULX rank can detect it.
+ESPM_CONFIG.loot_finder_for_ulxrank={"superadmin","admin","vip","donator"}
Note: Add all ranks, can use the command if ESPM_CONFIG.loot_finder_for_all is set on '0'
A new option allows you to choose if everyone can use it, or if only some ranks can use it. For example, vip, donator, admin, there is no limit.
New in the config file:
+ESPM_CONFIG.loot_finder_for_all=1
Note: 1 by default every one can use the chat command to detect the distance of the spawner of loot, 0 = Only the ULX rank can detect it.
+ESPM_CONFIG.loot_finder_for_ulxrank={"superadmin","admin","vip","donator"}
Note: Add all ranks, can use the command if ESPM_CONFIG.loot_finder_for_all is set on '0'
v1.6
-Spawn without panel (for gamemodes dont have spawnmenu): spawn_ent_spawn_point
v1.5.1
โ๏ธ Patched : +Bug after "cleanup" is now fixed Reported by Ripper : /profiles/76561198020566366 Ripper : When the map gets cleaned up, the entities do not spawn. this results in the loot not spawning.
v1.5
+Player Detection System
Configuration file :
+ESPM_CONFIG.DetectionPlayer_Enabled=1 -- By defaut this is disabled put, 0 = Detection system disabled, 1 = Enabled
+ESPM_CONFIG.DetectionPlayer_Distance=2000 -- It is the distance of detection. The loot system only works if there is a player in the area. If there is no one else nothing will spawn.
The system works if players are in the area. If the map is large, there will be loot and npcs only in the areas occupied by the players.
In the system's configuration, the detection parameter will be disabled by default. To activate it simply replace the 0 by a 1 for this value:
ESPM_CONFIG.DetectionPlayer_Enabled=1
If the DetectionPlayer is set to 0, thus disabled, the spawn will occur normally regardless of the presence of the players.
You can also choose the distance, with this value :
ESPM_CONFIG.DetectionPlayer_Distance=2000
This means that if the player is far from the spawn, it won't make loot or npcs. The area will be dead, which is good for your server.
Another point, the system is in a sleep state if there is no player on the server.
Configuration file :
+ESPM_CONFIG.DetectionPlayer_Enabled=1 -- By defaut this is disabled put, 0 = Detection system disabled, 1 = Enabled
+ESPM_CONFIG.DetectionPlayer_Distance=2000 -- It is the distance of detection. The loot system only works if there is a player in the area. If there is no one else nothing will spawn.
The system works if players are in the area. If the map is large, there will be loot and npcs only in the areas occupied by the players.
In the system's configuration, the detection parameter will be disabled by default. To activate it simply replace the 0 by a 1 for this value:
ESPM_CONFIG.DetectionPlayer_Enabled=1
If the DetectionPlayer is set to 0, thus disabled, the spawn will occur normally regardless of the presence of the players.
You can also choose the distance, with this value :
ESPM_CONFIG.DetectionPlayer_Distance=2000
This means that if the player is far from the spawn, it won't make loot or npcs. The area will be dead, which is good for your server.
Another point, the system is in a sleep state if there is no player on the server.
v1.3
+When the points are deleted with the tools, and if persistence is enabled, it will respawn with its list and its settings
v1.2
New in version 1.2 :
+Number of loots per spawn point
+More optimized than placing several point and more faster.
โ๏ธ Patched :
Important Fix :
A single person I had reported a problem to access the management panel of the cube. In this patch I changed the method to use it.
+Number of loots per spawn point
+More optimized than placing several point and more faster.
โ๏ธ Patched :
Important Fix :
A single person I had reported a problem to access the management panel of the cube. In this patch I changed the method to use it.
v1.1
Improvement of all my scripts
All the information is here on my old website : https://zworld.forumactif.com/t2130-improvement-of-my-scripts-update-released
All the information is here on my old website : https://zworld.forumactif.com/t2130-improvement-of-my-scripts-update-released
v1.9
๐ Added :
- Add Debug function
- Improvement of 'ZRA_CONFIG.Vehicle_Pass' in config file
โ๏ธ Patched :
- Patch the Master status
- Add Debug function
- Improvement of 'ZRA_CONFIG.Vehicle_Pass' in config file
โ๏ธ Patched :
- Patch the Master status
v1.8
๐ Added :
New option in the config file:
- ZRA_CONFIG.Vehicle_Pass=1 --when you drive a vehicle you can pass the zone in it.
1= Player can pass the zone with the vehicle,
0=player is teleported out of the zone(the vehicle blocked in the area)
New option in the config file:
- ZRA_CONFIG.Vehicle_Pass=1 --when you drive a vehicle you can pass the zone in it.
1= Player can pass the zone with the vehicle,
0=player is teleported out of the zone(the vehicle blocked in the area)
v1.7.1
โ๏ธ Patched :
- Patched the first error lua find in this script : [ERROR] addons/nordahl_area_restrictor/lua/entities/zworld_zone_restrictor_2nd/init.lua:86: attempt to index global 'ZRA_CONFIG' (a nil value)
- Patched the first error lua find in this script : [ERROR] addons/nordahl_area_restrictor/lua/entities/zworld_zone_restrictor_2nd/init.lua:86: attempt to index global 'ZRA_CONFIG' (a nil value)
v1.7
๐ Added :
Improvement of all my scripts
All the information is here on my old website : https://zworld.forumactif.com/t2130-improvement-of-my-scripts-update-released#6980
Improvement of all my scripts
All the information is here on my old website : https://zworld.forumactif.com/t2130-improvement-of-my-scripts-update-released#6980
v1.6
โ๏ธ Patched :
- Improvement Leak Protection
- Improvement Leak Protection
v1.5
๐ Added :
- Compatibility with ServerGuard Configuration by default : SERVERGUARD_Access_rank={"superadmin","admin"}
- Compatibility with ServerGuard Configuration by default : SERVERGUARD_Access_rank={"superadmin","admin"}
v1.4
๐ Added :
- Add Save Button
- Improvement aestetic
- Add Save Button
- Improvement aestetic
v1.2
๐ Added :
Compatibility with the addons of explosions, creating the problem by passing a velocity to objects.
You can cleanup your map without problem now.
Compatibility with the addons of explosions, creating the problem by passing a velocity to objects.
You can cleanup your map without problem now.
v1.1
๐ Added :
Add double mode:
Mode 1 = "authorization System normal, all that is displayed in the table can pass"
Mode 2 = "authorization System is reversed, all that is displayed in the table can not pass"
Improvement of two commands :
Remembers the last mode to the reassign.
- Deactivate all restricted zones without removing them: 'area_restrictor_disable_all'
- (Re)Activate the zones: 'area_restrictor_enable_all'
Add double mode:
Mode 1 = "authorization System normal, all that is displayed in the table can pass"
Mode 2 = "authorization System is reversed, all that is displayed in the table can not pass"
Improvement of two commands :
Remembers the last mode to the reassign.
- Deactivate all restricted zones without removing them: 'area_restrictor_disable_all'
- (Re)Activate the zones: 'area_restrictor_enable_all'
v2.2
๐ Added :
Improvement of all my scripts
All the information is here on my old website : https://zworld.forumactif.com/t2130-improvement-of-my-scripts-update-released#6980
Improvement of all my scripts
All the information is here on my old website : https://zworld.forumactif.com/t2130-improvement-of-my-scripts-update-released#6980
v2.1
โ๏ธ Patched :
Compatibility with ServerGuard Configuration by default : SERVERGUARD_Access_rank={"superadmin","admin"}
Compatibility with ServerGuard Configuration by default : SERVERGUARD_Access_rank={"superadmin","admin"}
v2.0
๐ Added :
- New interface
- New system of save more optimized than the old version.
- The system fully redone. It is now possible to choose precisely what features in the map can be added to the list of to do at boot time. For example, before in the old version, it was not possible to delete a single door. It was all the doors. Thing possible now.
The script never showed a sign of a problem. Never had a ticket reporting a bug.
Don't forget that you have a support of good quality. Open a ticket if needed. Dont be shy, I answer with simplicity.
- New interface
- New system of save more optimized than the old version.
- The system fully redone. It is now possible to choose precisely what features in the map can be added to the list of to do at boot time. For example, before in the old version, it was not possible to delete a single door. It was all the doors. Thing possible now.
The script never showed a sign of a problem. Never had a ticket reporting a bug.
Don't forget that you have a support of good quality. Open a ticket if needed. Dont be shy, I answer with simplicity.
v1.0
Initial version