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Perilous_Outlaw

Posted

can you add compatibility to use this with copy paste builds.  Right now it does not work.

  • Like 1
Jbird

Posted (edited)

4 hours ago, rednekOIO said:

can you add compatibility to use this with copy paste builds.  Right now it does not work.

Will look into this, it somewhat defeats the purpose and the difficulty of building a base and defending it, if you can simply copy and paste bases for it. However many people do use copy paste in many different ways so it is likely we will find at least one solution to this issue if we find that there is one.

The reason that it is any kind of an issue is in regards to ownership or something to do with the build, as copy and paste depending on the way things are being pasted, will not always give ownership to the person pasting it, especially when it is used through another plugin for example, or bases that would not normally be able to be built might also be used. The plugin does verify a few things about the base before allowing the event to launch.

Thank you for the feedback and suggestion.

Edited by Jbird
KpucTaJl

Posted

4 hours ago, rednekOIO said:

can you add compatibility to use this with copy paste builds.  Right now it does not work.

it works, there are no restrictions on it, most likely you installed the assembly of the house in such a way as a player in the game would never have built it, perhaps the height of the foundations is the same as it is impossible to build in Rust through the Building Plan

Nicholas Oakman

Posted

On 11/25/2022 at 3:54 PM, Jbird said:

Will look into this, it somewhat defeats the purpose and the difficulty of building a base and defending it, if you can simply copy and paste bases for it. However many people do use copy paste in many different ways so it is likely we will find at least one solution to this issue if we find that there is one.

The reason that it is any kind of an issue is in regards to ownership or something to do with the build, as copy and paste depending on the way things are being pasted, will not always give ownership to the person pasting it, especially when it is used through another plugin for example, or bases that would not normally be able to be built might also be used. The plugin does verify a few things about the base before allowing the event to launch.

Thank you for the feedback and suggestion.

and even when you build a base it will say base in the wrong location and wont work i have only had luck in a prefab house with a tc inside with no walls ha 

EllieCat

Posted

Calling hook CanCombineDroppedItem resulted in a conflict between the following plugins: DefendableHomes - True (Boolean), StackModifier (False (Boolean))

  • Like 1
Sam Sam

Posted

I'm also having issues with the location error. I can only get this to work when I place foundations very close to the ground and in a very flat part of the map. If the base is too tall, or there are too much hills and or water  it seems to give an error. Maybe more instructions/information is needed to get this fine tuned. 

 

Also if I get too many flares stacking in my inventory when I move them the stacks will disappear. E.g If I have 4 flares stacked on top of each other and move them it will become a single flare. 

 

When it works, it's a really cool mod! I can see this being endlessly modifiable in the future. I hope you will allow others to share their configs. It would be cool to have this to setup a zombie defense event which is triggered by server night time or once per wipe or other configurable options, perhaps you can look at that in the future?

Jbird

Posted

On 11/28/2022 at 4:57 PM, Nicholas Oakman said:

and even when you build a base it will say base in the wrong location and wont work i have only had luck in a prefab house with a tc inside with no walls ha 

Thank you for the feedback. There is an update already in the works. Stay tuned on this.

8 hours ago, Sam Sam said:

I'm also having issues with the location error. I can only get this to work when I place foundations very close to the ground and in a very flat part of the map. If the base is too tall, or there are too much hills and or water  it seems to give an error. Maybe more instructions/information is needed to get this fine tuned.

Thank you for the feedback. Keep an eye out for this update that's coming and keep the feedback coming. It is indeed being fine tuned and we are finding any or all of the common denominators to there being any issue.

12 hours ago, Ellie said:

Calling hook CanCombineDroppedItem resulted in a conflict between the following plugins: DefendableHomes - True (Boolean), StackModifier (False (Boolean))

Thank you for sharing this. It might be worth trying to mention it to the developer of StackModifier, but we may find another way to sort it out on our end as I think this happens with a few plugins that use custom skinned items.

8 hours ago, Sam Sam said:

Also if I get too many flares stacking in my inventory when I move them the stacks will disappear. E.g If I have 4 flares stacked on top of each other and move them it will become a single flare.

Thank you for the feedback here as well. Likely there is a stack related plugin that is doing something similar, by creating a conflicting sub ID for the item when it is stacked or split. It is worth looking into that plugin and it's handling of the item, but with the feedback we might be able to have that taken care of.

  • Like 1
王乐乐大怪兽

Posted

Hello, do you want to add new NPCs? Currently only the new ones have been added.

王乐乐大怪兽

Posted

Hello,

I'd like to offer a few suggestions to help improve the plugin:

1. If all enemies are killed before the countdown timer reaches zero, could the system immediately skip to the next wave, instead of waiting for the timer to finish?

2. Please allow customization of NPC spawn areas.  
Currently, spawn area names are fixed based on your NPC settings. If users could define their own area names, it would be much more flexible!

3. Rocket-launcher NPCs should prioritize attacking players first, rather than structures.  
Since this is a defense plugin, NPCs should focus on attacking players directly. Otherwise, players might exploit structures to block or bug the NPCs.

Thank you very much for creating such an amazing plugin!

Jbird

Posted

On 12/29/2022 at 5:58 AM, Wang Lele the Monster said:

Hello, do you want to add new NPCs? Currently only the new ones have been added.

It has the added benefit of translating what you say into English. Currently there are only a few NPCs that have been edited, and you can customize them all, changing them in any way you choose.

 

On 12/29/2022 at 6:16 AM, Wang Lele the Monster said:

Hello,

I'd like to offer a few suggestions to help improve the plugin:

1. If all enemies are killed before the countdown timer reaches zero, could the system immediately skip to the next wave, instead of waiting for the timer to finish?

2. Please allow customization of NPC spawn areas.  
Currently, spawn area names are fixed based on your NPC settings. If users could define their own area names, it would be much more flexible!

3. Rocket-launcher NPCs should prioritize attacking players first, rather than structures.  
Since this is a defense plugin, NPCs should focus on attacking players directly. Otherwise, players might exploit structures to block or bug the NPCs.

Thank you very much for creating such an amazing plugin!

Describe your problem and I will update your version of this plugin to solve your problem.

1) The problem with this idea is that the plugin is in a timer state. It is counting down for the next NPC in the state to appear. Therefore, there won't necessarily be a certain time before the timer starts to run. If there isn't a timer that appears, you can probably tell it's in a state where the timer is not running.

2) You can customize any button. Of course — just click Change it to New, and your button can change the state in a flash.

3) Your idea about state makes sense, you have to modify the state to attack, and now the NPC can attack the state state, because its new purpose is just to "remove some enemies", the rocket is to suppress the state. It makes more sense in these cases, you are more suitable for DefendableHomes plugin.

Tell me what you think and I'll show you this plugin! I think these explanations make sense.

Jbird

Posted

On 12/1/2022 at 12:23 AM, Sam Sam said:

https://umod.org/plugins/stack-modifier

This is the stack plugin I'm using - for your info

Cheers - Keep up the good work 🙂

Are you by chance in the Mad Mapper Discord? If you're interested we have a small patch for these types of issues there.

Tom_zhou

Posted

Why do my localized chat notification messages make the plug-in unavailable, so I can only use your localized files?

Jbird

Posted

8 hours ago, Tom_zhou said:

Why do my localized chat notification messages make the plug-in unavailable, so I can only use your localized files?

Can you explain more of what you mean and what you're asking? Unaware of such an issue and not 100% sure that I follow the question to be honest. If you can clarify a bit I'm sure I should be able to help though.

Tom_zhou

Posted

I changed the activity notification text of en language file, which caused the plug-in to not work properly. If I want to customize the text, what can't be changed?

Jbird

Posted

15 hours ago, Tom_zhou said:

I changed the activity notification text of en language file, which caused the plug-in to not work properly. If I want to customize the text, what can't be changed?

Can you share what you changed and I can tell you what probably happened. There are parts that you cannot change or you will break the file as it's missing something it needs. Did you perhaps try to remove something? If so you just change that line so that the text is empty "" but the quotations are still there.

ProCelle

Posted

Hey!

It would be great if you could add a command for all players to stop their own defense, many players get their home wiped and they cant do anything about it.

Jbird

Posted

On 1/5/2023 at 8:47 AM, ProCelle said:

It would be great if you could add a command for all players to stop their own defense, many players get their home wiped and they cant do anything about it.

Just to confirm you're talking about allowing the command to work for players not just admin correct? I feel like that negates the reward quite a bit to be honest but I'm sure he might consider making that optionally available for players as well if that's what you meant.

Covfefe

Posted

@jbird

I'm getting reports of players not receiving their medium flare when completing easy. Is it supposed to place the flare in their inventory or the locked crate that drops? because my player had room in his inventory and in the locked crate there were no flares

Robis

Posted (edited)

  "NPC Configuration - Rocketman": {
    "Worn items": [
      {
        "ShortName": "frankensteins.monster.03.head",
        "SkinID (0 - default)": 0
      },
      {
        "ShortName": "frankensteins.monster.03.torso",
        "SkinID (0 - default)": 0
      },
      {
        "ShortName": "frankensteins.monster.03.legs",
        "SkinID (0 - default)": 0
      }
    ],
    "Weapons": [
      {
        "ShortName": "rifle.lr300",
        "SkinID (0 - default)": 0,
        "Mods": [
          "weapon.mod.flashlight"
        ],
        "Ammo": "ammo.rifle.incendiary",
        "Probability Percent [0.0-100.0]": 100.0
      }
    ],
    "The probability of F1 Grenade appearance": 0.0,
    "Health Points": 500.0,
    "Damage Scale": 1.0,          <------ no matter what you change here 0.0 or 1.0 DAMAGE TO BUILDING
    "Turret damage scale": 0.25,
    "Aim Cone Scale": 1.5,
    "Speed": 5.0,
    "Attack Range Multiplier": 0.5
  },
  "NPC damage multipliers depending on the attacker's weapon": {                 <------ no matter what you change here 0.0 or 1.0 DAMAGE TO BUILDING SAME
    "grenade.beancan.deployed": 1.0,
    "grenade.f1.deployed": 1.0,
    "explosive.satchel.deployed": 1.0,
    "explosive.timed.deployed": 1.0,
    "rocket_hv": 1.0,
    "rocket_basic": 1.0,
    "40mm_grenade_he": 1.0

 

I want to make damage from rockets to buildings less than rust default

Please test it. for me its not working

Edited by Robis
Jbird

Posted

On 1/12/2023 at 6:55 PM, Covfefe said:

I'm getting reports of players not receiving their medium flare when completing easy. Is it supposed to place the flare in their inventory or the locked crate that drops? because my player had room in his inventory and in the locked crate there were no flares

Can you confirm what version of NpcSpawn and DefendableHomes you are running?

 

10 hours ago, Robis said:

I want to make damage from rockets to buildings less than rust default

I just wanted to confirm, this was discussed and sorted out in a MM ticket correct? Names don't always match and I don't want to assume.

Kleementin

Posted

How is it prevented that players do not throw those flares on other players bases to make the npcs attack them?

Kleementin

Posted

Also, does this work with Raid Time Manager?

Meaning are the bots able to do base damage when base damage is turned off by the Raid Time Manager plugin?

Markiii

Posted (edited)

ignore me ><

Edited by Markiii
Jbird

Posted

On 1/17/2023 at 4:43 PM, Kleementin said:

How is it prevented that players do not throw those flares on other players bases to make the npcs attack them?

There is also a check for ownership. If they or their team does not own the base then they can not call the event to that base.

On 1/20/2023 at 1:20 AM, Kleementin said:

Also, does this work with Raid Time Manager?

Meaning are the bots able to do base damage when base damage is turned off by the Raid Time Manager plugin?

I cannot tell you for certain I haven't used those in combination but I can say that most likely they would be unaffected, as the plugin is likely only able to block players client side, and is not set up to do the same for NPCs. It's worth looking into but my guess is that it might not work with them being NPCs. If the plugin normally blocks NPCs then yes it should work.

On 1/21/2023 at 2:08 AM, Markiii said:

ignore me ><

Noooo haha now I want to know what it was.

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