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@Jbird @KpucTaJl
Any chance we could see Server Rewards and Economics options for this? Many other Mad Mapper plugins have the option to reward the event and each NPC Kill. I'm thinking it would be worth adding those to these NPCs as well? ❤️ 

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On 4/5/2023 at 10:35 PM, Neighigh said:

Any chance we could see Server Rewards and Economics options for this? Many other Mad Mapper plugins have the option to reward the event and each NPC Kill. I'm thinking it would be worth adding those to these NPCs as well? ❤️ 

No timeline at the moment, but keep your eyes out for a future update.

😉

Thank you for the suggestion.

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8 minutes ago, Jbird said:

No timeline at the moment, but keep your eyes out for a future update.

😉

Thank you for the suggestion.

Hell yeah! Thanks man! You guys are awesome!

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4 hours ago, Perfectangel01 said:

Is there anyway to have the actual Bradley and Attack Heli to spawn with the hard flares?

I think Bradley is going to be the most difficult and least likely to be implemented because of all of the places players can build and what they can build next to. I had brought the suggestion to K's attention when you had shared it in Discord so it's already been looked at and put in the list of things to consider. Currently we split time between working on new projects and updating old plugins. I try to keep the suggestions and ideas coming when I get any or when people share any, so there is always stuff being considered and looked at as we cycle through the plugins.

Thank you for the idea and suggestion!

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Hello I would like to sell easy, medium and hard flares in my shop for players. How do i find the shorname, skin and Display/Name of the flares for the even? 

thanks

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On 5/26/2023 at 10:58 PM, mike454 said:

Hello I would like to sell easy, medium and hard flares in my shop for players. How do i find the shorname, skin and Display/Name of the flares for the even?

All of these are in the config file actually.

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When the perimeter of the base is completely covered by stone walls, npcs will have no place to spawn, and the event will be completed without damage
Same problem when the base is surrounded by water

Turrets can also be erected outside the TC range, not limited to the set 10

Edited by J2
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16 hours ago, J2 said:

When the perimeter of the base is completely covered by stone walls, npcs will have no place to spawn, and the event will be completed without damage
Same problem when the base is surrounded by water

Are you in the Mad Mapper Discord by chance? Video of what you're describing would be very helpful.

16 hours ago, J2 said:

Turrets can also be erected outside the TC range, not limited to the set 10

Players will always try to find ways around systems. I'm not sure that much can really be done about this, we can only control and engage so far before this could become a problem with other instances where it would create undesirable effects. We will discuss and consider this workaround though.

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On 6/17/2023 at 6:18 PM, Markiii said:

A great addition would be to increase turret limit by permission, can u do this mate?

Thank you for the idea and suggestion! No immediate answer for you but it's under consideration as a few things are being looked at as far as updates and suggestions.

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7 hours ago, Kleementin said:

Will "The maximum number of foundations in the house to start the event": 0, ignore any restriction?

No it will not likely the event wouldn't launch actually.

You can use 1,000,000 as the number here it's simply a threshold, make it a very large number if you don't want any restrictions.

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Failed to call hook 'OnExplosiveThrown' on plugin 'DefendableHomes v1.1.1' (FormatException: Input string was not in a correct format.)
  at System.Text.StringBuilder.AppendFormatHelper (System.IFormatProvider provider, System.String format, System.ParamsArray args) [0x002b0] in <47fc8c70fa834cbf8141d7c1a7589125>:0                                       9kb/s in, 46kb/s out
  at System.String.FormatHelper (System.IFormatProvider provider, System.String format, System.ParamsArray args) [0x00023] in <47fc8c70fa834cbf8141d7c1a7589125>:0
  at System.String.Format (System.String format, System.Object[] args) [0x00020] in <47fc8c70fa834cbf8141d7c1a7589125>:0
  at Oxide.Plugins.DefendableHomes.GetMessage (System.String langKey, System.String userID, System.Object[] args) [0x0000c] in <344042afd14a48fcb6258e0ef828d7e1>:0
  at Oxide.Plugins.DefendableHomes.OnExplosiveThrown (BasePlayer player, BaseEntity entity, ThrownWeapon weapon) [0x004f3] in <344042afd14a48fcb6258e0ef828d7e1>:0
  at Oxide.Plugins.DefendableHomes.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00e16] in <344042afd14a48fcb6258e0ef828d7e1>:0
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <cd9a02fd331347bd82d550bb1a9c8e9f>:0
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <b76ec77c47d1449e92b2baab8603843d>:0
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <b76ec77c47d1449e92b2baa                                                                                                                           

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1 hour ago, liuyan1220 said:

Failed to call hook 'OnExplosiveThrown' on plugin 'DefendableHomes v1.1.1' (FormatException: Input string was not in a correct format.)

Replied in your ticket

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It is almost impossible to start the event because there is always an error message. What do I have to do to make it work? Are there settings where you can change the radius? 

Sometimes the foundations are too high, sometimes the foundation is too deep, then this is not a permitted position.Screenshot_22.png.830f815d2ca4fc9e97fe4808fb213d44.pngBild1.jpg.402a74800c75f0d1f7245a78f8703f3e.jpg

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21 hours ago, forlandoo said:

It is almost impossible to start the event because there is always an error message. What do I have to do to make it work? Are there settings where you can change the radius? 

Sometimes the foundations are too high, sometimes the foundation is too deep, then this is not a permitted position.

There is a command to check the foundations as the base is being built so players can know the base is eligible.

/checkfoundations
  • - you or your friends are not the owner of the foundation
  • - the foundation does not match in height/depth
  • - the foundation does not match the topology (prohibited topologies: Cliff, Cliffside, Decor, Building, Monument, Clutter, Mountain)
  • - the foundation is located within a radius of 40 meters from a custom monument
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2 hours ago, Jbird said:

There is a command to check the foundations as the base is being built so players can know the base is eligible. you or your friends are not the owner of the foundation

  • - the foundation does not match in height/depth
  • - the foundation does not match the topology (prohibited topologies: Cliff, Cliffside, Decor, Building, Monument, Clutter, Mountain)
  • - the foundation is located within a radius of 40 meters from a custom monument

 

Ok, that's a good point

 

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10 minutes ago, forlandoo said:

Ok, that's a good point

I know it doesn't help much for bases already built but going forward people can test as they go.

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This plugin has a serious error. Placing items or buildings on the monster spawning site after startup will directly prevent the monster from spawning and will be cleared by default at the end of the time

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2 hours ago, Warmth said:

This plugin has a serious error. Placing items or buildings on the monster spawning site after startup will directly prevent the monster from spawning and will be cleared by default at the end of the time

That is less of an error with the plugin and more of an example of people finding ways around a challenge. At some point the plugin can not control and prevent every possible outcome like this. But it will certainly be added to our notes and looked into. Thank you for reporting it. It will be considered and tested in regards to future updates to the plugin and prevented if possible, so long as it can be done without negatively impacting the performance too much.

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On 2024/1/23 at PM3点15分, Jbird said:

That is less of an error with the plugin and more of an example of people finding ways around a challenge. At some point the plugin can not control and prevent every possible outcome like this. But it will certainly be added to our notes and looked into. Thank you for reporting it. It will be considered and tested in regards to future updates to the plugin and prevented if possible, so long as it can be done without negatively impacting the performance too much.

Will there be a solution if we change the mechanism of monster spawning points? Each wave of monster spawning will automatically determine whether there are buildings in the spawning points, and each wave will be determined so that players won't find this vulnerability

Edited by Warmth
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