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Some "issues" that have been reported to me.

Closed 23.0

V.O.I.D

Some "issues" that have been reported to me.

  1. Problems with sentries on the roadside bases.

Player 1 attacks the convoy near Player 2's base, and Player 2's base has some sentries. When Player 1 attacks Player 2's sentries, even if Player 2 is offline, the sentries attack the convoy and make Player 2's base eligible to take damage. Due to this, NPCs and the Bradley also start attacking the sentries. If there is no solution to this, I believe disabling the sentries' attack on the convoy from my side would be the solution.


  2. The convoy attacks players even if they haven't attacked it, even with the settings configured to prevent this from happening.

Player 1 attacks the convoy, and Player 2 is nearby but hasn't attacked it. However, Player 2 gets attacked anyway, and even if they don't retaliate, their base becomes eligible to take damage.


  3. Heli patrol.

The Heli patrol with the convoy is a real problem. The maximum distance limit for attacking the convoy doesn't work for the Heli patrol, and some unruly players keep attacking it from afar, disrupting the event's progress. It would be perfect if there were a way to prevent this.


  4. Adding messages when kicking a player due to cooldown.

I'm not sure if this needs to be done with the convoy or in PVE Mode, but it's a recurring issue where people can't attack and get kicked outside the dome, and they complain about it. Even though I added warnings about this at the beginning of the event, the confusion continues. Perhaps adding a message when a person gets kicked out of the dome could be a good solution.

I hope I have helped with this feedback. Congratulations on the event; the players love it.

Edited by VSM
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5 - In rare cases, the train is attacked, and the dome does not appear, consequently, the player does not go on cooldown.

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1. What do you mean by the sentries? Is it the NPC? And they attack the convoy?

Edited by Adem

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1. What do you mean by the sentries? Is it the NPC? And they attack the convoy?

If a player attacks the convoy near another player's base that has an Auto Turret, automatically the non-attacking player's base becomes eligible to take damage, and the NPCs and Bradley retaliate against the attack on it.

 

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2. You can use the Pve Mode plugin. It will block damage to players who are not the owners of the event.

Before the lockdown, even if a player is not attacking, simply being in close proximity can lead to being attacked if the attacking player dies. This even applies to someone inside their base, positioned near a window where the NPCs are. They become eligible to be attacked and take damage without being armed.

Edited by V.O.I.D
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2. Set the parameter "The amount of damage that the player has to do to become the Event Owner" to 1


I understand, but this causes a situation where a random bow player can disrupt the event, hindering those who want to participate.

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But if this is the only solution, then I'll have to implement it and reduce the time to lose the "owner" status of the event.

Thank you for your dedication to solving the issues over the past few days.

 

Edited by V.O.I.D
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2.
Set The convoy attacks first [true/false] false

"Can an Npc attack a non-owner of the event? [true/false]" false
"Can Bradley attack a non-owner of the event? [true/false]" false
"Can Helicopter attack a non-owner of the event? [true/false]" false

Edited by Adem
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The problem with the auto turrets has worsened; now they attack only the NPCs in the cars as soon as it passes, without needing another player to attack first.


image.thumb.png.016fe90304d35c5203d43b2c13cc044f.png

The auto turrets should only attack when the base owner is attacking the convoy. If it's an unauthorized player, they shouldn't even attack.

Edited by V.O.I.D

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Another thing is that if the convoy is nearing its end, opening a locked crate does not initiate the timer for "Time to destroy the convoy after opening all the crates [sec]"; the event simply continues the overall event timer. So, if a player opens the crate with 10 seconds left for the event to end, it and the protection will disappear in 10 seconds.

Even if the event is coming to an end, it might be necessary for the "Time to destroy" timer to start counting again when opening the crate, even if the event is in its final moments.

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The problem was the one that was mentioned at the beginning.

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1. What do you mean by the sentries? Is it the NPC? And they attack the convoy?

If a player attacks the convoy near another player's base that has an Auto Turret, automatically the non-attacking player's base becomes eligible to take damage, and the NPCs and Bradley retaliate against the attack on it.

___

I'm not sure if it's easy to understand, but the issue is that the auto turrets attack the convoy even when a player attacks the convoy without being authorized in the TC (Tool Cupboard) of that base. Consequently, the convoy retaliates against both the unauthorized player and the turrets if you configure higher damage to take ownership.

If it's not possible to set up the auto turrets to only attack when the specific player is authorized in the TC, I will reduce the damage to take ownership of the event.

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Any news? several players are losing autoturret due to the update. If it's not going to be fixed now, let me know so I can go back to the old update. ty

 

Edited by V.O.I.D
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Hi. Sorry for the delay. I was trying to figure out how to do it in the optimal way. Write to me in the discord, I need your help
adem9554

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In the latest version, I did this:
Turrets will not attack NPCs who are riding in cars.
The convoy will be attacked only by those turrets in which the players who attacked the convoy are authorized

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