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Jbird

Posted

22 hours ago, MatthiasBM said:

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?

Examples are really helpful.

I do understand that it's a pain to get people to read and such but honestly, once you start getting the information out there players can help each other. And at the end of the day if they don't read anything that's on them, right? I do get that challenge though but the command can be run as they are building before they invest too much into their build.

Here is the command, the symbols, and what each means.

  • /checkfoundations - checks all the foundations of the house for the event (must be within TC range while using command)
    • ⊘ - 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 the custom monument

I will add a reference for this, I might already have a note as I know I had discussed this once in the past couple months. The problem and main reason that it has not already been implemented is that these things were put into place due to several bugs and issues that can happen in those instances. The developer is more likely to offer a change that customers can make themselves to bypass some of this, but depending on what issues could arise from that it would be on whomever decides to bypass these things to sort out issues related. Hopefully I explained that well enough to make sense.

  • Like 1
Grumpy_old_man

Posted

i see the image of the plugin zombie are in water. the plugin do not work if the base in water. never have. Is there a place in config to allow it ? i search di dnot find anything .

Jbird

Posted

5 hours ago, Grumpy_old_man said:

i see the image of the plugin zombie are in water. the plugin do not work if the base in water. never have. Is there a place in config to allow it ? i search di dnot find anything .

Just needs to be shallow water to my recollection.

  • Like 1
CoreSnap

Posted

On 11/12/2024 at 3:20 PM, Jbird said:

Examples are really helpful.

I do understand that it's a pain to get people to read and such but honestly, once you start getting the information out there players can help each other. And at the end of the day if they don't read anything that's on them, right? I do get that challenge though but the command can be run as they are building before they invest too much into their build.

Here is the command, the symbols, and what each means.

  • /checkfoundations - checks all the foundations of the house for the event (must be within TC range while using command)
    • ⊘ - 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 the custom monument

I will add a reference for this, I might already have a note as I know I had discussed this once in the past couple months. The problem and main reason that it has not already been implemented is that these things were put into place due to several bugs and issues that can happen in those instances. The developer is more likely to offer a change that customers can make themselves to bypass some of this, but depending on what issues could arise from that it would be on whomever decides to bypass these things to sort out issues related. Hopefully I explained that well enough to make sense.

Hello,

To their point, I stopped using this plugin all together as it has never been worthwhile to implement, let alone make it so the everyday-pve'er can just plug and play the event.

I've built bases on every terrain imaginable and this plugin is WILDLY inconsistent on what it deems to be a 'suitable foundation' in order to run the event. I've pasted bases in and it ran fine, pasted the same base 10' over and it didn't work; built same base from scratch in spot that the pasted base didn't work and the event ran; built a 2x2 on the most flat piece of land you can find with nothing around and 3/4 of the foundations would be good. I've done the same on hilly mountainous terrain with like 4x4/5x5 and every foundation checked out as good and the event ran with no issue.

It's because of this that they're stating that it's very difficult to get examples and that a foundation check bypass functionality should be implemented. Obviously we're not the dev and don't understand EXACTLY what this would entail, but we're simply opening up that communication. If we can barely figure out what makes this plugin tick, that shouldn't then be put onto the player of the server to do. They should just be able to toss a flare and all should be good. 

Thank you for the continued support on this discussion. It's greatly appreciated. 

Jbird

Posted

1 hour ago, CoreSnap said:

Hello,

To their point, I stopped using this plugin all together as it has never been worthwhile to implement, let alone make it so the everyday-pve'er can just plug and play the event.

I've built bases on every terrain imaginable and this plugin is WILDLY inconsistent on what it deems to be a 'suitable foundation' in order to run the event. I've pasted bases in and it ran fine, pasted the same base 10' over and it didn't work; built same base from scratch in spot that the pasted base didn't work and the event ran; built a 2x2 on the most flat piece of land you can find with nothing around and 3/4 of the foundations would be good. I've done the same on hilly mountainous terrain with like 4x4/5x5 and every foundation checked out as good and the event ran with no issue.

It's because of this that they're stating that it's very difficult to get examples and that a foundation check bypass functionality should be implemented. Obviously we're not the dev and don't understand EXACTLY what this would entail, but we're simply opening up that communication. If we can barely figure out what makes this plugin tick, that shouldn't then be put onto the player of the server to do. They should just be able to toss a flare and all should be good. 

Thank you for the continued support on this discussion. It's greatly appreciated. 

I appreciate the open debate.

Honestly I am just curious primarily with your thoughts on the command that can be issued to check foundations before much is invested in the base or at any point? The most common thing I hear is that new players don't know it, or that it has to be communicated to the player base. I just feel like most modded servers have information and references to it, or active people on the server and once people know about it generally it spreads. I understand that it is not perfect but most decisions such as these were made to avoid repeatable errors that were found during testing and feedback when the plugin was first released. In my opinion often people especially on PvE servers will make a heli base for patrol heli, they can do the same thing and create a small defensive base just to run the event at on different difficulties. Just ideas and thoughts though that's all.

  • /checkfoundations - checks all the foundations of the house for the event (must be within TC range while using command)
    • ⊘ - 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 the custom monument

I feel like the plugin is consistent, but I do understand that it is hard to have something perfect for everyone. Especially when it comes to a default configuration for example. If you would like actually feel free to jump in the Mad Mapper Discord to create a ticket you can tag KpucTaJl and me too if you wanted, he could give any further answers or explanation. You don't have to do it just want to invite you to if you'd like. But generally to answer why it is not just as simple as to allow something that was prevented for one or more reasons in the past.

CoreSnap

Posted

31 minutes ago, Jbird said:

I appreciate the open debate.

Honestly I am just curious primarily with your thoughts on the command that can be issued to check foundations before much is invested in the base or at any point? The most common thing I hear is that new players don't know it, or that it has to be communicated to the player base. I just feel like most modded servers have information and references to it, or active people on the server and once people know about it generally it spreads. I understand that it is not perfect but most decisions such as these were made to avoid repeatable errors that were found during testing and feedback when the plugin was first released. In my opinion often people especially on PvE servers will make a heli base for patrol heli, they can do the same thing and create a small defensive base just to run the event at on different difficulties. Just ideas and thoughts though that's all.

  • /checkfoundations - checks all the foundations of the house for the event (must be within TC range while using command)
    • ⊘ - 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 the custom monument

I feel like the plugin is consistent, but I do understand that it is hard to have something perfect for everyone. Especially when it comes to a default configuration for example. If you would like actually feel free to jump in the Mad Mapper Discord to create a ticket you can tag KpucTaJl and me too if you wanted, he could give any further answers or explanation. You don't have to do it just want to invite you to if you'd like. But generally to answer why it is not just as simple as to allow something that was prevented for one or more reasons in the past.

I get that it's probably a common response. My retort would be that players aren't going to hop onto a server just for this plugin, in which they'll get a start going, get their base up and running, get it solidified and figure out they can run events like Brad Drops, Heli Signals, and DHomes, finding only one of which checks their base on whether or not it's in a suitable location (and/or has the option to even modify this). Many players I know won't wanna just go setup a whole new base and HQ the hell out of it to run a Hard-level Flare event for this. I know this is likely case-by-case in regards to preference, but plugins are obviously meant to act as a suitable modification for 90% of the player base during their play time. 

I understand that as a dev, you're giving the instruction of 'inform your players how this works', but when, as an admin of a server, you can barely get it to work makes it seem extremely unviable to host the plugin reliably and put effort into it from a user standpoint. 

No real need to expand upon this, and I will seek out any other answers to my questions in that discord (happens I'm already part of it...didn't even know!). Would definitely like to learn what sets this plugin apart from others similar to it and why foundation checks are so touchy. 

Again, appreciate the open correspondence on this and other topics we've discussed thru this platform! 🙂

Jbird

Posted

21 hours ago, CoreSnap said:

I get that it's probably a common response. My retort would be that players aren't going to hop onto a server just for this plugin, in which they'll get a start going, get their base up and running, get it solidified and figure out they can run events like Brad Drops, Heli Signals, and DHomes, finding only one of which checks their base on whether or not it's in a suitable location (and/or has the option to even modify this). Many players I know won't wanna just go setup a whole new base and HQ the hell out of it to run a Hard-level Flare event for this. I know this is likely case-by-case in regards to preference, but plugins are obviously meant to act as a suitable modification for 90% of the player base during their play time. 

I understand that as a dev, you're giving the instruction of 'inform your players how this works', but when, as an admin of a server, you can barely get it to work makes it seem extremely unviable to host the plugin reliably and put effort into it from a user standpoint. 

No real need to expand upon this, and I will seek out any other answers to my questions in that discord (happens I'm already part of it...didn't even know!). Would definitely like to learn what sets this plugin apart from others similar to it and why foundation checks are so touchy. 

Again, appreciate the open correspondence on this and other topics we've discussed thru this platform! 🙂

I get your point and appreciate the open conversation about it. Will talk more in the MM Discord, and appreciate the feedback and willingness to discuss!

CoreSnap

Posted

On 1/21/2025 at 2:12 PM, Jbird said:

I get your point and appreciate the open conversation about it. Will talk more in the MM Discord, and appreciate the feedback and willingness to discuss!

Ok, so where in the discord should I go to discuss this? Just General Chat? Is there an open forum for it already? Should I create a ticket? Just don't wanna repeat what others have already said or done if it's unnecessary. 

Thanks! 

Jbird

Posted

9 minutes ago, CoreSnap said:

Ok, so where in the discord should I go to discuss this? Just General Chat? Is there an open forum for it already? Should I create a ticket? Just don't wanna repeat what others have already said or done if it's unnecessary. 

Thanks! 

Go ahead and create a ticket. Tag me and KpucTaJl in it. He and most of the Mad Mapper team are away for his birthday actually but will be back in a few days, his birthday was today But you and I can get the conversation going.

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