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The_Kiiiing

Posted

3 hours ago, Tanki said:

false by true so?

I don't know the plugin, but you can try. There is a chance that this messes things up.

Tanki

Posted

On 11/1/2025 at 11:32 PM, The_Kiiiing said:

I don't know the plugin, but you can try. There is a chance that this messes things up.

Ive asked K1llyou:

 if you change that in zombie horde then all helicopters will target zombies. the correct solution would be for that author to add a exception in their hook implementation to ignore zombies so their plugin also doesnt target them. you dont have helicopters targeting normal npcs so why would you have them target zombies? 
entity.GetType().Name == "ZombieNPC"

 

The_Kiiiing

Posted

On 11/5/2025 at 7:21 AM, Tanki said:

Ive asked K1llyou:

 if you change that in zombie horde then all helicopters will target zombies. the correct solution would be for that author to add a exception in their hook implementation to ignore zombies so their plugin also doesnt target them. you dont have helicopters targeting normal npcs so why would you have them target zombies? 
entity.GetType().Name == "ZombieNPC"

 

I've implemented the fix with the latest update. Apparently the check for NPC was not enough for the zombies.

Tanki

Posted

On 11/1/2025 at 11:32 PM, The_Kiiiing said:

I don't know the plugin, but you can try. There is a chance that this messes things up.

Ive asked K1llyou:

 if you change that in zombie horde then all helicopters will target zombies. the correct solution would be for that author to add a exception in their hook implementation to ignore zombies so their plugin also doesnt target them. you dont have helicopters targeting normal npcs so why would you have them target zombies? 
entity.GetType().Name == "ZombieNPC"

contact him if you need help, can't help you for this...

planeat

Posted

Suggest in the December naval update

spawn event after deep sea event start : true
spawn in deep sea : true

The_Kiiiing

Posted

On 11/23/2025 at 4:00 AM, planeat said:

Suggest in the December naval update

spawn event after deep sea event start : true
spawn in deep sea : true

Something like this is already planned, but at the moment there are too many things changing so I can't implement it yet.

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