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Jack

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  1. Jack

    Harbor Event

    One of the best events you can get for your server. You definitely won't regret it. Nice scenario, complete config file... a masterpiece. Thanks KpucTaJl
  2. Jack

    Harbor Event

    Hi @Jbird! The port event is an awesome event! I like the way Brad comes from the boat, really nice. I have just reported a bug: during the event, the regular CCSC Cargo come to the port. But… the event Cargo was already there. So the second got through the first. As a player, it's a bad idea to be in the Event Cargo as the second one will crush you. I don't know if there is a way to prevent this. .. Facepunch has done something difficult for you with this update.
  3. Jack

    Skill Tree

    Thank you very much @imthenewguy There are so many options that I haven't seen them. Thank you again for your attention. Have a beautiful day!
  4. Jack

    Skill Tree

    Hi @imthenewguy I am the server and plugins owner, John is a player on our server. You can check it on "Jack&Swan Spicy PVE | Events | Skill tree | Custom map" in modded server list. It seems that the plugin spawns some useless items ( see the John's comment). So, is there a way to exclude certain items to spawn ? Thank you in advance for you attention. Have a nice day! Jack
  5. Jack

    Sunset custom map

    Oh, thank you very much! Can't wait to test that.
  6. Jack

    Sunset custom map

    Hi! I use this map for the current wipe and we just saw there is no Trainyard. So all the wagons are useless, or maybe there is something we didn't see. Another thing pointed by players is the lake of ore. I tested the map on two server, and clearly there not enough ore spawn point for all the players. It's a problem. So, at this point, even if you adjust the map, we need to rewipe the server ? I will try to limit the problem for ore with a plugin if I can ( on a vanilla, a plugin is not a good idea ). I encourage you to fix this two points. It's a shame because people find the map very pleasant
  7. Oh yes if you can it could be awesome! I used to have 5 or 6 on it in Vanilla, 3 is really easy for it.
  8. Ok, thanks for testing, I will check what happens on my side even if I uninstalled all plugin related to bots. For the two scientist, you tested Military Tunnels, my problem is with Abandoned Military Base. But first I will download the latest map and start a new bunch of tests. Thank you very much for you kick a clear response. I love the design of the map. Ok, thanks for the tests, I'll check what's happening on my side even if I uninstalled all the bot-related plugins. For the problems with the two scientists, you tested the military tunnels, my problem is with the abandoned military base. But first I'm going to download the latest map and run a new series of tests. Thank you very much for your clear answer. I love the map design.
  9. Hi! Thanks for your map. I bought it for the next wipe and I want to check something with you. Can you confirm to me you have the same thing on your side. I'm a little concerned because this is the wipe for my next wipe. - In military base, I just have two Scientists - Boths oil rigs are bugged : no Scientist, and no loot at all on it - In the underwater lab at AD15 impossible to access into the base, in the submarine dock, a door lock the access. The submarine dock seems to be the only access to the lab, so ... we can't access the lab at all. Can you check on your side. If the bugs are confirmed, do you think they will be fixed before the next forced wipe ? Thank you very much.
  10. Ok, it's fixed. I had to delete a custom NPC location file. But an option to remove or not BetterNpc NPCs via API hooks could be nice! In fact I have all the NPCs from Arifield, BetterNpc and your plugin, but it could be nice to have an option to keep only those from your plugin if desired. So problem solved for me! Sorry for the mess. Thank you for your attention.
  11. Jack

    BetterNpc / Airfield event conflict

    SOLVED! Ok, I found the problem. I printed the controller name called in the OnEntitySpawned and it gives me the name of an old cutom file I created. I really don't know why he use this file to manage NPCs on the airfield event, but I removed it, and now it's works : I have NPC from BetterNPC, and NPC from Airfield event at the same time. Really sorry for the mess. ( but it's still strange ... ) And thanks a lot for your support! Sorry for that again.
  12. Jack

    BetterNpc / Airfield event conflict

    Another test : If I comment this line, it works. private void OnEntitySpawned(NPCPlayer ent) { ControllerSpawnPoint controller = _controllers.FirstOrDefault(s => s.RemoveOtherNpc && s.IsOtherNpc(ent)); if (controller != null) { // NextTick(() => { if (ent.IsExists()) ent.Kill(); }); <-------------- return; }
  13. Jack

    BetterNpc / Airfield event conflict

    I'm not a C# dev but I tried myself to update the plugin to test your answer. I added this when the ArifieldEvent start. this.BetterNpc.Call("CreateController", "Airfield"); So when the Airfield event Start, it remove all the BetterNpc NPCs from the arifield. That's ok. But when the plane land all the drops, betterNpc still remove the NPCs from the Arifield Event. The problem seems to comes from the OnEntitySpawned(NPCPlayer ent) function (line 1571) in the BetterNpc plugin. If I add a return just after the function declaration, of course this will skip all the content of the function, but the NPC of the Airfield Event spawn correctly. And the best, with that I can have the NPC from the Airfield Event AND Npc from BetterNPC at the same time. The problem is : with that, I skip the content of the OnEntitySpawned function. And this content is not there to just look pretty! So, I think they could be a lot of side effect. I hope this could help! I can try some other tests if you want, but again, I'm not a C# dev. Thanks a lot for your help.
  14. The owner of BetterNPC plugin tell me you can do that to fix the problem : -------------------------- owner response ---------------------------- As far as with the AirfieldEvent plugin you would need to ask that the Developer use the API available in the plugin description to remove BetterNpc NPCs during the event, and spawn them back in when the event ends. I'll share that text here for reference. API void DestroyController(string name) – It destroys the place of appearance NPC with the name {name} void CreateController(string name) – It creates the place of appearance NPC with the name {name} These APIs can be used with standard monuments, custom monuments (NPC locations) and roads. The name of this monument is in standard monuments {name}. It is the name of the file in the Custom and Road folder in custom monuments and roads They can use this API to have the plugin compatible with BetterNpc and to fully avoid this issue, and to have everything working in unison properly. ---------------------------- owner response --------------------------
  15. Jack

    BetterNpc / Airfield event conflict

    Thank a lot for you answer! I did that. I my oxide> data > betternpc > monument > Airfield.json I have these 3 first lines : "Enabled? [true/false]": false, "The size of the monument": "(175.0, 30.0, 125.0)", "Remove other NPCs? [true/false]": false, BetterNPC plugin and Airfield Event plugin reloaded. But it does not work. According to the configuration, I have no NPCs on my airfield (I am on the Essence map). But when the plane generates its own NPCs, they are still immediately deleted by BetterNpc. I said by BetterNpc, because when I remove the Better Npc plugin everything works fine. I sent the link for this topic to the developer of the Airfield event. I hope we find a solution. These are two great plugins that players love!
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