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LaernuTairos

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  1. That shit is hilarious but sadly the zombie "poofs" away as soon as we walk up to it and steals the items permanently lol So ya we definitely needed to false this
  2. Was thinking of getting this but I am not see'ing configs for each profile so that plugins like Random raids etc actually hurt player bases. Shame, I hear the hook MS on this is fantastic compared to truepve but if we can't set "zombie can hurt player structures" without support tickets I'm gonna have to pass sadly unless someone can confirm we can do this?
  3. LaernuTairos

    Skills

    Hey Mevent. I got this on Lone Design but posting here because there's no posts there, lol Did something change with this plugin recently? It has a very high hook ms compared to nearly every other plugin we use (we have 183 lol) Skills Mevent v1.31.23 518ms 1.7mb 540ms 4m37s This is on a Carbon server. Even Zombie Horde with 300 zombies is only around 750 ms
    So after having some 1 off issues getting setup, (With 180+ mods its bound to happen to at least 2/3) this server is FLYING with 183 mods going. It's insane how much smoother the server feels compared to a few hours ago using Oxide. I'm even seeing some functionality that was lost in some mods on oxide being restored & working here, which is kind of odd. 5* all freaking day. Only issue I have is with Electronic IO related hooks. Not something I can fix on my side, and IDC, because the speed this server flys at now is just nuts. I am now full time carbon, oxide was great but it was time for something new, this is definitely it!.
  4. LaernuTairos

    Carbon

    ------------------------- Need some help with this one, not sure what's up [2024.02.15 03:23:06] [ERRO] Failed compiling 'C:\rustserver\carbon\plugins\RaidingZombies.cs': [2024.02.15 03:23:06] [ERRO] 1. 'ZombieHorde' is inaccessible due to its protection level [CS0122] (RaidingZombies 30 line 142) Already tried making it a public class ----- Edit: Fixed it by "also" changing the new errors to Internal classes on the lines specified in the console, now that I can use this with all 180 mods? Server is freaking flying, I love this!
  5. Anyone have an idea for how to give new to server players an immunity to randomraids for X minutes? We have it set to auto fire each 60 min, but currently includes new players who would just get deleted LOL I was thinking of enabling "Player must have randomraids.use inorder to get raided" to true then somehow, new players get that permission from, maybe a dif plugin after 4 hours playtime automatically? Not really sure how to go about that one Posting here instead of CC cuz seems more active. ~U Tairo from Chaoscode
  6. Ya. It was minor FPS dips with the new version, but it was enough that people were complaining. When I got on myself & drove around it was a slight stutter every 2 minutes after updating or so. Reverting back to last weeks version, there was no stuttering at all. And cost per event running went from 0 (At 60 capped) with old version, to about 5-10 per event. on new one. I didn't do a lot of narrowing, it totally couldve been something else, but I did reboot the server 3 times (With the new version exclusively) and the only change between the first & last reboots was changing back to the old version and the small dips vanished.
  7. Totally missed the little version of "download" lol. TY!! all back to normal, phew.
  8. Kind of the same issue except now its only after the update about 5 hours ago. Before that everything was running perfect with them all week, massive FPS hit now for some reason. Not 1/2 like WP does, very playable, but lots of banding all of a sudden. Only updated this CS last night. (Water patrol related code responsible? lol) I have WP disabled for now anyway, still, somethings weird. And I kinda screwed myself out of the backup cs just incase. Woops, wish we could grab previous versions. Example. I set the SFPS to 60 and typically SFPS stays there. Past 5 hours, say Harbor Event fires, fps drops to 45-49 just from that one event now. 1 or 2 more fire from npc spawn and its in the 20s and rubber banding every 2 min or so. Night before I could fire 4 of his events and it would sniff & laugh at 60 still.
  9. I can enter the command and it says successful but when I go into playerconditionstatus its entirely blank next to my ID, and everyone elses. (I do not see any discord links anywhere, only saying we should go there) Something that may help figure this out. I do notice that I can unload "all" plugins, reload only CSF and image library, and this plugin. Then everything functions. But if I A) infect myself during this time period, then, reload all plugins, the other issue kind of returns, just with more details to give you. The PCS.json updates my diseases finally, but now I cannot cure it at all. Console replies with nothing when trying, and if I do the / command in game, it just gives me the plugin command info as if I typed something that doesn't exist. The "Usage: /cure <player> <condition?> If I re-unload everything, and just load the 3 plugins again, I can "then" finally remove the disease. It's like upon loading "all" plugins it forgets its own commands OR it loses access to its own json's? IDK, really weird issue Like obviously a plugin conflict somewhere but its especially odd that this plugin seems to not get access to its own data as the cause? Edit: Fixed it, incase anyone wondering it was Clans.cs causing it, (By Mevent not Killyous version) Needed to disable the ability for clans to turn on no Friendly Fire between members.
  10. Perhaps Peacekeeper settings then, because you're right, if they're passive people will abuse that LOL. For sure Peacekeeper would work though, if player CarryingWeapons or CarryingExplosives = true, then hostile = true Check player bigbackpacks plugin as well = True If someone is just out there fishing with no guns, then no harm
  11. Done, thank you so much! That fixes everything
  12. Ya pretty much, your last response. I will make a ticket if I can't find that line in the code. I dont see a config for NPC Spawn but in the .cs I found this > internal bool CanTargetOtherNpc = false; Is that what we need to change to true directly in the plugin code itself? Will give it a try and if no dice I'll head to discord, ty for the info!
  13. LaernuTairos

    NpcRaiders

    Eh yo Razor. Still loving & using raiding zombies! Any plans on making this to be used as a possible auto event? Noticed the "not yet" reply on page 1 but didn't see anything since so just curious. Or at least have a way so we can use Timed Execute so that it launches this raid at people online perhaps? Was thinking of throwing it once or twice a day at everyone in the server. As wipe date gets closer, tier of the raid auto increases. (But I mean, I can do that part lol)
  14. It seems the reason people are having random issues with this lately is because recently "all" plugins made by killyou has changed their AI over to using a DLL instead of the Vanilla AI. It performs insanely better but NPC Spawn needs to add in a filter for the AI that will attack CustomScientistNPC tagged enemies. Their updated AI is simply ChaosNPC, ChaosNPC finds NPC spawn AIs just fine and attacks, but now it needs it the other way around as well. Otherwise, NPC Spawn related AI will completely ignore ChaosNPCs, makes for a broken looking server. I have a bunch of yalls plugins off Lone Design, and this seems to be the limiting factor when the 2 plugins "meet up" in game.
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