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Jbird

Posted

6 hours ago, Warmth said:

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

As I said in the previous message it will be looked into and considered. It might be possible but it needs to be tested and time needs to be given for that to happen. It is the developers birthday today actually and there are a lot of plugins in the library now that are always being looked and and updated. This will be considered and addressed if possible. We have notes for things like this though so it won't be forgotten it just might not happen right away.

Warmth

Posted

It would be even better if it could be changed to setting monster attack health and so on separately for each difficulty level

Jbird

Posted

4 hours ago, Warmth said:

It would be even better if it could be changed to setting monster attack health and so on separately for each difficulty level

The amount of NPCs increases with the waves increasing the difficulty but I will add this to our notes for suggestions and requests.

carlness

Posted (edited)

ignore

Edited by carlness
Harley Ross

Posted

Is there a quick way to 10x the loot? Rather than having to edit all the loot tables individually?

Jbird

Posted

On 5/9/2024 at 11:09 AM, Harley Ross said:

Is there a quick way to 10x the loot? Rather than having to edit all the loot tables individually?

Not really not that I can think of. Mostly just adding a 0 to each number, I know it's a little time consuming but it's hard to build a default config that fits all. Only other way to do it is if you had a 10x loot table you like already written you could use that and instead of editing all the values you'd just be configuring what loot table(s) to use.

  • Like 1
Warmth

Posted

On 2024/3/10 at PM12点36分, Jbird said:

NPC 的数量随着难度的增加而增加,但我会将其添加到我们的注释中以供建议和请求。

Each difficulty only increases the number of NPCs, rather than each difficulty being able to adjust their health and attacks separately. It's too easy for players to pass the level. Can we change it to allow for individual changes in the number of NPCs, health, and attacks for each difficulty

Jbird

Posted

3 hours ago, Warmth said:

Each difficulty only increases the number of NPCs, rather than each difficulty being able to adjust their health and attacks separately. It's too easy for players to pass the level. Can we change it to allow for individual changes in the number of NPCs, health, and attacks for each difficulty

Have you considered making them stronger individually and reducing the number for the lower levels?

Jacky Channing

Posted

trying to give a flare i have tried in rcon and the f1 consel... to to success  this is what i put in tell me if im messing up somewhere

 

giveflare {2888602635} {76561199013606361}

Jbird

Posted

5 hours ago, Jacky Channing said:

giveflare {2888602635} {76561199013606361}

Remove the {} and you should be good to go.

Jacky Channing

Posted (edited)

still not working

also trying to put them into my tip4serv was wondering if and how that would be possible

 

Edited by Jacky Channing
Jbird

Posted

On 6/7/2024 at 4:23 PM, Jacky Channing said:

still not working

also trying to put them into my tip4serv was wondering if and how that would be possible

It should work in RCON or with a / command in game. F1 console does not always work for some of these commands.

AceligiRG

Posted

tell me it gives an error NullReferenceException 

AceligiRG

Posted

when I finished the event, ch47 did not descend, but appeared high and disappeared

 

AceligiRG

Posted

[CH47NSBF] CH47 spawned in liveable area properly
[CH47NSBF] 1037.376|100|-1452.647
NullReferenceException

Jbird

Posted

11 hours ago, langermen said:

tell me it gives an error NullReferenceException 

Null errors are generally a config error or issue. Check your config and potentially try a fresh config. Delete your current (make a backup if needed) and reload the plugin.

 

11 hours ago, langermen said:

when I finished the event, ch47 did not descend, but appeared high and disappeared

Can you give more details or get a video of this happening, it happens every time or just happened once?

 

11 hours ago, langermen said:

[CH47NSBF] CH47 spawned in liveable area properly
[CH47NSBF] 1037.376|100|-1452.647
NullReferenceException

Those first two messages don't look familiar to me. But the null reference error is likely a config issue.

Jbird

Posted

On 6/22/2024 at 1:56 AM, flysd said:

Can you add support for kits plugins?

https://umod.org/plugins/rust-kits

Using kits for NPCs has a large impact on performance, especially for a plugin that is going to be kitting several NPCs in a very short amount of time.

  • Like 1
MrIce

Posted

Hello

How can I reset the cooldown for player. Me and one player have cooldown for like 472796 hour

//MrIce

  • Like 1
Jbird

Posted

3 hours ago, MrIce said:

Hello

How can I reset the cooldown for player. Me and one player have cooldown for like 472796 hour

//MrIce

Unload the plugin, go to the data folder find the file, and either edit it, or remove it, and load the plugin again.

MrIce

Posted

Hello Jbird  I have don that 3 times so I dont no what do now

//MrIce

Jbird

Posted

33 minutes ago, MrIce said:

Hello Jbird  I have don that 3 times so I dont no what do now

//MrIce

Did you delete the config file in the config folder or the data file in the data folder?

Join the Mad Mapper Discord and create a ticket there. Tag me in it and I'll help sort out whatever you've got going on.

MatthiasBM

Posted

any chance a look at terrain block can be done since the terrain updates people are getting this message a lot more in places that usually/before update would of worked perfectly fine

zombie raid.png

Jbird

Posted

11 minutes ago, MatthiasBM said:

any chance a look at terrain block can be done since the terrain updates people are getting this message a lot more in places that usually/before update would of worked perfectly fine

Do you have any examples?

And are you and your players familiar with the command to check foundations?

MatthiasBM

Posted (edited)

its hard to give examples in fairness like the beach edge area, near the new lakes and random mountainous areas, like prior to the update people didn't have as many issues usually got complaints over the one or more foundations are too high kind of thing but now they get bases built and even though all is level and close to ground none are raised too much that would suggest that being the issue, they seem to get that message most places. as for check foundation command no haven't heard of it but getting players to read info is hard enough let alone getting them to check something as they build still presents issues lol

just wondering if in config we could have an ability to bypass the terrain except obvs caves and stuff maybe?

 

Edited by MatthiasBM

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