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Problems and ideas

Pending 1.0.4

Reder
Reder

Posted

Hi!Unfortunately, even though we set it so that 6 switches are required to access the main base, we tested it and after 12 minutes the prison cell gate just opens by itself. Could this possibly be fixed?

Second issue: it's very easy to get next to the main base with a helicopter. Just an idea — the number of SAM site turrets should be increased and placed lower, because if the turret is higher than the fence, you can simply fly over it.

Also, would it be possible to add a display (for example, under the compass) showing how much time is left for the event and how many switches are required? And if the commander is killed and the crate is looted, the event should end, display a message, and start a 5-minute countdown.

MeventSupport

Posted

11 hours ago, Reder said:

Hi!Unfortunately, even though we set it so that 6 switches are required to access the main base, we tested it and after 12 minutes the prison cell gate just opens by itself. Could this possibly be fixed?

Second issue: it's very easy to get next to the main base with a helicopter. Just an idea — the number of SAM site turrets should be increased and placed lower, because if the turret is higher than the fence, you can simply fly over it.

Also, would it be possible to add a display (for example, under the compass) showing how much time is left for the event and how many switches are required? And if the commander is killed and the crate is looted, the event should end, display a message, and start a 5-minute countdown.

 

The timer is already on the map, we exclude any UI elements during the event.

You can increase the number of SAM sites in the base yourself (be careful when changing these parameters).
\data\OperationFortress\Bases\OperationFortressBaseOne.json

Main Base -> Entities

 

{
  "Poisition": "(0.00, 0.00, 0.00)",
  "Rotation": "(0.00, 0.00, 0.00)",
  "Prefab": "assets/prefabs/npc/sam_site_turret/sam_static.prefab",
  "Skin": 0
}

You can get the position if you enable TESTING mode in the plugin.

//#define TESTING -> #define TESTING

After that, use the command /otest pos.

It will show the position in the console.

 

Everything with the gates works fine, in the code the check for opening is performed ONLY when pulling the levers. Make sure that the required number of levers is 6.
"Minimum number of activated towers for open Main Base" : 6

 

Reder

Posted

Here’s a video of the bug! At the bottom, you can see that there should be six switches, but none of them are there, and yet the grid still disappears on its own! Several of my players have asked what to do because they don’t know, and when I tell them that they need to turn on the switches in the towers and kill the commander, the answer is that they only found two switches, went in, and killed the commander anyway...

https://www.dropbox.com/scl/fi/6ja5f6n789pe9hjknptq9/RUST-2025.08.19-13.06.59.03.mp4?rlkey=4p4w7e6z0agzo72rehtu621gn&st=pn2za7sw&dl=0

MeventSupport

Posted

37 minutes ago, Reder said:

Here’s a video of the bug! At the bottom, you can see that there should be six switches, but none of them are there, and yet the grid still disappears on its own! Several of my players have asked what to do because they don’t know, and when I tell them that they need to turn on the switches in the towers and kill the commander, the answer is that they only found two switches, went in, and killed the commander anyway...

https://www.dropbox.com/scl/fi/6ja5f6n789pe9hjknptq9/RUST-2025.08.19-13.06.59.03.mp4?rlkey=4p4w7e6z0agzo72rehtu621gn&st=pn2za7sw&dl=0

Ok, I will check it

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