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Hi, just a quick question. Does this event need to be manually set up by an admin each wipe? I believe that’s what the set position command is for, but just want to double check.

 

Thanks

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28 minutes ago, Zilch said:

Hi, just a quick question. Does this event need to be manually set up by an admin each wipe? I believe that’s what the set position command is for, but just want to double check.

 

Thanks

Hi, no, you can configure the plugin once and it will always work for you on any map, because the configuration specifies the local coordinates relative to the monument

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5 hours ago, KpucTaJl said:

Hi, no, you can configure the plugin once and it will always work for you on any map, because the configuration specifies the local coordinates relative to the monument

Brilliant, thank you. I’ll get this now then 🙂

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Hey mate could we get a hook for the pre-start?

Either the following just before _active = true;

Interface.CallHook("OnHarborEventPreStart");

or the following method for us to call:

[HookMethod("IsHarbourEventActive")]
public bool IsHarbourEventActive()
{
    return _active;
}

I am making a plugin that kills the cargo ship on spawn if my event is active. Don't want to accidentally kill this ship lol.

Edited by imthenewguy
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On 7/13/2022 at 12:11 AM, imthenewguy said:

Hey mate could we get a hook for the pre-start?

Either the following just before _active = true;

Interface.CallHook("OnHarborEventPreStart");

or the following method for us to call:

[HookMethod("IsHarbourEventActive")]
public bool IsHarbourEventActive()
{
    return _active;
}

I am making a plugin that kills the cargo ship on spawn if my event is active. Don't want to accidentally kill this ship lol.

Have forwarded this to KpucTaJl. He has several projects he is working on.
I've taken over most all support and replies.
Will certainly be put into consideration though, thanks for the idea!
I'm sure this could be slid into an update in the nearish future. 😉

Edited by Jbird
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I want the event to stay active until players have completed the tasks. I don't want to set the event timer to 88888.

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17 hours ago, Covfefe said:

I want the event to stay active until players have completed the tasks. I don't want to set the event timer to 88888.


If you want it to remain active until players complete the event, then this timer needs to be set to a length that this is possible.
If you restart your server at certain intervals, as long as the timer is long enough to remain active until a server restart, the event will remain active.
For example 86400 seconds is 24 hours. If you do daily restarts then set the timer to 86400 and the event will never end because a restart will happen 1st.

  "Duration of the event [sec.]":
Edited by Jbird
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4 hours ago, KingSizeKevin said:

image.thumb.png.fa28c9e28d32249613d7307d09574d39.png

Bradley is spawning underwater a lot of times.

Well that is not ideal!

Does it happen at a certain Harbor? Large or Small? If you had to guess the percentage of this happening what would you guess?

Is this a custom or procedural map?

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5 minutes ago, Jbird said:

Well that is not ideal!

Does it happen at a certain Harbor? Large or Small? If you had to guess the percentage of this happening what would you guess?

Is this a custom or procedural map?

I believe it happened last wipe also.  I'm trying to observe it as much as I can.  It seems like it is happening at large harbor but not small harbor. 
Edit: It is a procedural map..  map size 4250  seed 1420369992

Edited by KingSizeKevin
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Is there a way I can disable large harbor from spawning or will this be looked at and tested?

Edited by KingSizeKevin
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On 8/5/2022 at 11:49 PM, KingSizeKevin said:

I believe it happened last wipe also.  I'm trying to observe it as much as I can.  It seems like it is happening at large harbor but not small harbor. 
Edit: It is a procedural map..  map size 4250  seed 1420369992

Do you usually use procedural maps? I ask in the sense of last wipe being also a procedural map.
Have had some varying oddities on procedural maps it seems so we are starting to investigate why things would not work properly on procedural maps that work fine on custom maps.

11 hours ago, KingSizeKevin said:

Is there a way I can disable large harbor from spawning or will this be looked at and tested?

Currently there is not an easy way to do that but this is definitely being tested and looked at. I apologize if it isn't a quick fix but we will do what we can and get back to you.

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@JbirdIt has definitely worked fine before.  I haven't been paying close enough attention to know how long it has been a problem for me.  We usually run procedural maps or a rustmaps.com custom generated map, but no full custom maps.   This wipe and the last wipe were just procedural.

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9 hours ago, KingSizeKevin said:

@JbirdIt has definitely worked fine before.  I haven't been paying close enough attention to know how long it has been a problem for me.  We usually run procedural maps or a rustmaps.com custom generated map, but no full custom maps.   This wipe and the last wipe were just procedural.

Well Procedural maps seem to be something many odd issues like this have in common. Mostly this event and BetterNpc that we are getting reports of errors that do not seem to make any sense or have any reason. Just similar in that they usually are happening on procedural maps.

Thank you for the feedback. I can not promise a quick fix for it but the information will be passed along to see what we can find out and do about it.

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If my map has large and small harbors, can you make it so a harder version of the event spawns at harbor and easier one spawns at small harbor? I want both harbors to have active events so players can choose which one they want to do.

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1 hour ago, Covfefe said:

If my map has large and small harbors, can you make it so a harder version of the event spawns at harbor and easier one spawns at small harbor? I want both harbors to have active events so players can choose which one they want to do.

You can currently configure each Harbor in regards to difficulty to an extent in the config. Mostly with the NPCs for each Harbor would be one suggestion.

But I can add that to the suggestions that KpucTaJl and I will discuss tomorrow (technically later today haha). Will see if this would be doable and something he might want to work on. Thanks for sharing the idea.

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イメージ Tab_KpucTaJlが見つかりませんでした。たぶんあなたはそれをアップロードしなかったかもしれません.../酸化物/データ/画像/フォルダ

イメージ Clock_KpucTaJlが見つかりませんでした。たぶんあなたはそれをアップロードしなかったかもしれません.../酸化物/データ/画像/フォルダ

エラーと非機能

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20 minutes ago, 麻央 山内 said:

イメージ Tab_KpucTaJlが見つかりませんでした。たぶんあなたはそれをアップロードしなかったかもしれません.../酸化物/データ/画像/フォルダ

イメージ Clock_KpucTaJlが見つかりませんでした。たぶんあなたはそれをアップロードしなかったかもしれません.../酸化物/データ/画像/フォルダ

エラーと非機能

Quote

The image Tab_KpucTaJl was not found. Maybe you didn't upload it.../oxide/data/images/folder

The image Clock_KpucTaJl was not found. Maybe you didn't upload it.../oxide/data/images/folder

Errors and non-functions

プラグインに付属のフォルダーがあります。

その新しいディレクトリをデータ フォルダーに作成し、これらのイメージを追加する必要があります。

これを行ってプラグインをリロードすると、再び正常に実行できるようになり、カウントダウンと情報の素敵な画像が表示されます。

Quote

There is a folder that comes with the plugin.

You must create that new directory in the data folder and add these images.

Once you do this and reload the plugin you will be able to run it again successfully and you will now have a nice image for the countdown and information.

 

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それはプラグインフォルダからata(images)の時計とタブにcsフォルダを追加することを意味しますか?自分が何を言っているのか理解できないために一生懸命考える

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8 minutes ago, 麻央 山内 said:

それはプラグインフォルダからata(images)の時計とタブにcsフォルダを追加することを意味しますか?自分が何を言っているのか理解できないために一生懸命考える

いいえ、ダウンロードにデータ フォルダーはありません。サーバーは同じように構成する必要があります。データフォルダー内に Images という名前のフォルダーが必要です。その中に配置されたダウンロード内のファイルが必要です。ダウンロードにはフォルダー全体が含まれているため、可能であればフォルダー全体を移動できます。一部のホストでは、フォルダー全体の移動が制限されています。

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The helicopter more often than not just hovers in place above cargo (without shooting). Might have to disable it until that's fixed as it's just a free heli

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32 minutes ago, crunch said:

The helicopter more often than not just hovers in place above cargo (without shooting). Might have to disable it until that's fixed as it's just a free heli

I wonder if there is anything about that particular map that's hanging it up. I have on occasion seen heli get stuck in the oddest places. Generally the only thing I have found to potentially be a factor is steep incline or declines. Would be odd to see that at harbor but maybe the terrain is steep near it, maybe even near the ocean? Hard to say but only guessing, have not heard or seen anything else about this.

Any other details you can provide if you see a pattern, have map example and screenshots, anything like that. Otherwise we may not fix it and just need to see if it is a repeatable issue.

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Just now, Jbird said:

I wonder if there is anything about that particular map that's hanging it up. I have on occasion seen heli get stuck in the oddest places. Generally the only thing I have found to potentially be a factor is steep incline or declines. Would be odd to see that at harbor but maybe the terrain is steep near it, maybe even near the ocean? Hard to say but only guessing, have not heard or seen anything else about this.

Any other details you can provide if you see a pattern, have map example and screenshots, anything like that. Otherwise we may not fix it and just need to see if it is a repeatable issue.

Hey mate, yep heli can be a pain, has a mind of its own.

The terrain seems fine, but I'll see if I can reliably reproduce it and then I'll get back to you 

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