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Coolie started following Bus Stop Port
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Really cool plugin! Here are my suggestions. Suggestion 1: The config file should have parameters for users to change the colors of the UI, like the buttons, background, and text sizes/text colors. Suggestion 2: Make the to/from options of the individual bus stops config part of the base config, based on the closest monument, and have the /busstopinit command auto-fill those monument bus stops with the preset true and false values, rather than having to manually edit this every wipe. Suggestion 3: Bus Stops do not spawn at Bandit Camp normally, so having the plugin spawn at least one Bus Stop at Bandit Camp before setting the initial bus stops via the command would be an excellent addition. Suggestion 4: Multiple costs to use a Bus Stop. For example, Low Grade Fuel AND Scrap or something like Diesel Fuel and Scrap, or even a Green Keycard and Scrap. Doing so would give Scrap more of a use beyond learning Blueprints and buying items from Safe Zones, while having another item that isn't found in almost every loot crate in the game as a cost would help to alleviate how powerful it is to instantly travel across the map to a monument filled with loot. Suggestion 5: Cost multipliers based on the monument one is traveling to or from. If we are traveling to Outpost, it can cost more than traveling to Junkyard, etc. Suggestion 6: Play a sound effect when traveling via a Bus Stop (both on departure and arrival) that other players can hear. Something like this shouldn't come without any risk. Suggestion 7: If teammates or clanmates are near the teammate or clanmate that uses the Bus Stop to travel somewhere, take them along for the ride at no additional cost. Like, within 10m or so. Suggestion 8: Automatic alphabetization of the Bus Stops list. It's a bit hard to find the one you're looking for currently. Looking forward to any updates on this, love this plugin.
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Coolie started following Builder places foundations too low over water
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Builder is placing foundations as low as possible in shallow water leading to players not being able to place things like TCs, etc. Perhaps the bot should attempt to raise the foundations high enough to be able to place any deployable before passing the checks for being able to build somewhere?
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Coolie started following Server Hud , Personal Builder , Smart Weapon and 5 others
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- 556 comments
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- #hud
- #interface
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(and 6 more)
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Coolie changed their profile photo
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Some suggestions because this plugin is DOPE and I can see the potential in making this even better for the future (really, nice work. I can't fly helis to save my life in Rust and this has been a godsend for me). 1) Not sure how feasible this is, but perhaps allowing us to mark SAM sites with a certain icon and then having the auto piloted helis avoid the area around that map marker, would be a great addition. 2) More accurate flying at a higher speed. Right now, the only way I can get accurate flights out of a minicopter is by setting the config values a certain way, and that means the helis fly pretty slowly to where they're going, which wastes a ton of Low Grade Fuel and allows other players to shoot you out of the minicopter much more easily. 3) Checking height distance to the ground in-flight, and having a config setting to allow us to always stay above a certain height from the ground unless we are in the landing process. Landing takes an extremely long time as it is, and flying higher (which is safer most of the time), extends that long landing time even further. 4) Evasive maneuvers to avoid SAM missiles if the vehicle flies into range and is fired upon, OR automatically eject the vehicle if SAMs fire on you (parachutes will save lives in this case!). 5) Set a building block as a landing zone. Easiest way I can think of to do this is stand on the building block and use a command to set it. This would make it easier to land on one's rooftop at their own base. Could use a command like /autopilot base. Perhaps settings like so: "Initial ascent height (vehicle will rise to this height before moving forward)": 180, "Ground scan height (vehicle will ascend or descend to stay at this height based on distance to the ground during flight)": 120, "Map marker icon indicating SAM sites": skull, "Enable evasive maneuvers": true, "Enable auto-eject from minicopter and transport helicopter when SAMs fire nearby": true, "Command to set a building block as a landing zone": "/autopilot set", "Command to land on your set building block:" "/autopilot base", "Command to clear your set building block:" "/autopilot clear"
- 23 comments
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- #rust
- #walkinrey
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The "Very Hard" preset I made, all the items in it have 100% chance to drop, whereas it's between 85-95% in each of the other presets. I was doing that as a test to see if having a chance less than 100% on the others was the root cause of the crate not dropping the correct number of items. Seems to have been the case. However, even if the items all had a 1% drop chance, the crate should still force the minimum number of items specified to drop, which wasn't happening, so I set them all back to "0" for default drops. For default loot tables, I use BetterLoot. Downloading new update now.
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@Jbird: If nobody attempts the event, the NPCs will eventually open the locked door to where the Scientist is and kill him as soon as one passes through the room where he is. Once the scientist is dead, if someone then comes along and clears out all the NPCs, they are given the code to the door with the Scientist, which is already opened. Since the Scientist is already dead, using the code on the door will cause the entire event to freeze indefinitely, meaning no snowmobiles ever show up, and the event never continues to the part involving the pilot (as the player can never get the code to let him out).
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Here you go EDIT: Also, I should mention that setting the minimum size of the road that the Convoy can spawn on to something like 300 stops it from spawning on Outpost's road, so far in my tests. It can still spawn everywhere else with that setting, so perhaps something like 250m-300m should be the default setting. I'm testing to find the sweet spot that makes Outpost off-limits. And one other thing I noticed which is probably just a native RUST issue is that the Sedan has no collision for NPCs (makes sense since it's not a "real" car in the game). They can walk right through them and shoot you. So users would probably be better off setting up some more modular car variations to spawn in Convoys over the Sedan as those actually do have collision and the NPCs will not shoot you through them or run through them. Convoy.json
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The scientist can die before you open the door to let him out if nobody attempts the event. Eventually, NPCs will open the door where he is and shoot him to death. Then, once you kill the NPCs/get the door code and open the door to rescue the (already dead) scientist, the event never continues (snowmobiles never show up).
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1. Convoy can spawn on the road surrounding Outpost. This makes it nearly impossible to engage due to a) safe zone protecting the NPCs from damage and b) the Outpost turrets killing players trying to engage the convoy. Using the /convoyroadblock command works to stop this, but does not save between restarts. A potential way to fix this would be by forcing the road around Outpost to use a certain ID, then blocking that ID permanently, if that is even possible. 2. Hacked Crate is not considering the "minimum number of items" setting. I set mine to six (maximum is set to seven), and set the loot table to "my own" and the truck commonly spawns less than six items (there are far more than six included in the possible items to spawn). In my last two Convoy spawns, the truck crate had one item and then only two items. 3. Bradley APC, when included in a convoy, is able to damage and kill players in safe zones like Outpost.