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crunch

Posted

3 minutes ago, Jbird said:

Can you retrieve from your server logs the full error? Should have more about it.

When you reload the plugin does it indicate any error at all?

I don't seem to have any more detailed logs unfortunately, but yep it reloads just fine

Jbird

Posted

11 hours ago, crunch said:

I don't seem to have any more detailed logs unfortunately, but yep it reloads just fine

Would you be willing and able to join the Mad Mapper Discord and create a ticket there? You can tag KpucTaJl and myself in it. We will look into this further and try to find the cause.

crunch

Posted

6 hours ago, Jbird said:

Would you be willing and able to join the Mad Mapper Discord and create a ticket there? You can tag KpucTaJl and myself in it. We will look into this further and try to find the cause.

Yep sure, I think I'm already in there but I'll pop in a ticket a bit later

 

wolvern9

Posted

Is there a way to increase the RP/economics amount?

Jbird

Posted

1 hour ago, wolvern9 said:

Is there a way to increase the RP/economics amount?

It depends partially on which way or ways you have them being rewarded.

There is configuration options already for economics for example that can be edited. But perhaps you have other plugins that award economy or RP for certain actions that could be addressed, but would likely be more of a full server change than for the plugin itself. Again it depends on how you are rewarding them and what specifically you want to increase.

There is an option to list commands that will be executed on the completion of the event that might also be an option for you. Issue a command to reward the player(s) this way.

rustpve

Posted

got the plugin and tested. super fun. one question though... is there a way to make it so that attacks only occur once event is attacked by player/team? 

For instance I don't want random naked getting killed at harbor.

Attacks should only start when attacked and only to the player or team involved. 

Thanks,

 

rustpve

Posted

got the plugin and tested. super fun. one question though... is there a way to make it so that attacks only occur once event is attacked by player/team? 

For instance I don't want random naked getting killed at harbor.

Attacks should only start when attacked and only to the player or team involved. 

Thanks,

 

Jbird

Posted

31 minutes ago, rustpve said:

For instance I don't want random naked getting killed at harbor.

One way to specifically address this part of the question, would be to edit the NPC configuration and to decrease their sense range so that they are not sensing or seeing people further away. There are a few ways you can configure NPCs to be less aggressive and slower to notice players.

33 minutes ago, rustpve said:

Attacks should only start when attacked and only to the player or team involved. 

In regards to this part of the question there is a separate plugin called PveMode that was created after many of the events such as this one already existed. It was created to add additional options for servers to lock damage and looting of an event under certain circumstances. You can completely configure this as desired so you could make ownership very easy to obtain, and then you could block targeting or damage to and from the event within these configuration options. They just require PveMode to work so depending on if you own it, or if you want it, the first option should be helpful.

manpower1226

Posted

Please tell me how to delete Spawning of helicopters and tanks

 

Jbird

Posted

6 hours ago, manpower1226 said:

Please tell me how to delete Spawning of helicopters and tanks

Just go to the config file for the plugin and you can disable or edit anything you would like there.

If you are having any issues with either of them let me know as the developer and I want to know about issues or feedback. But if you simply don't want them enabled just disable them in the configuration.

Kobani

Posted

Is there any news about how the plugin works with the revised harbour? Should we deactivate it for now? So to the Wipeday

 

Jbird

Posted

34 minutes ago, Kobani said:

Is there any news about how the plugin works with the revised harbour? Should we deactivate it for now? So to the Wipeday

KpucTaJl will be issuing an update shortly after wipe. You can unload it until the update comes out if you'd like.

  • Like 2
r0gi

Posted

After Update today:

Error while compiling HarborEvent: 'HarborCraneContainerPickup' does not contain a definition for 'grabOffset' and no accessible extension method 'grabOffset' accepting a first argument of type 'HarborCraneContainerPickup' could be found (are you missing a using directive or an assembly reference?) | Line: 3467, Pos: 97

Anyone a Idea ?

 

Geralldo.RuLey

Posted (edited)

It Still throwing infinite Navmesh errors flooding the server console.
installed Latest BotSpawn + HarborEvent. (with the default config).
unloading HarborEvent resolved the issue, with no further spam in the server console for the past two hours

Edited by Geralldo.RuLey
Jbird

Posted

1 hour ago, Geralldo.RuLey said:

It Still throwing infinite Navmesh errors flooding the server console.
installed Latest BotSpawn + HarborEvent. (with the default config).
unloading HarborEvent resolved the issue, with no further spam in the server console for the past two hours

Do you mean NpcSpawn? If you are using BotSpawn or BotRespawn that's a different story.

Did you try a fresh install of HarborEvent with the new files? See the update notes for detailed description of everything updated in the last couple updates.

Geralldo.RuLey

Posted

Apologies for the misnaming; it should be NPCSpawn instead of BotSpawn. I have both NPCSpawn and BotReSpawn installed. However, in this instance, the issue stemmed from the HarborEvent. I suspect the problem arose because I reverted to the default configuration and removed the previously customized one. The previous configuration was spawning NPCs at coordinates 0.0.0 (underground), along with other entities that the plugin may utilize for certain functionalities. Additionally, the old edited position settings were causing NPCs to spawn floating.

Jbird

Posted

2 hours ago, Geralldo.RuLey said:

Apologies for the misnaming; it should be NPCSpawn instead of BotSpawn. I have both NPCSpawn and BotReSpawn installed. However, in this instance, the issue stemmed from the HarborEvent. I suspect the problem arose because I reverted to the default configuration and removed the previously customized one. The previous configuration was spawning NPCs at coordinates 0.0.0 (underground), along with other entities that the plugin may utilize for certain functionalities. Additionally, the old edited position settings were causing NPCs to spawn floating.

Yes there should have been update notes stating that a fresh config and lang file would be needed coming from previous versions.

KingSizeKevin

Posted

I spawned a brand new config and it is trying to spawn the event at N13 but that is in the middle of the map?

JackMachine

Posted

Hi @Jbird!

The port event is an awesome event!
I like the way Brad comes from the boat, really nice.

I have just reported a bug: during the event, the regular CCSC Cargo come to the port.
But… the event Cargo was already there.

So the second got through the first.
As a player, it's a bad idea to be in the Event Cargo as the second one will crush you.

I don't know if there is a way to prevent this.

.. Facepunch has done something difficult for you with this update.

Jorge Anso

Posted

Hello, when a helicopter appears from the ship and you cause damage to it, the helicopter moves to the other side of the map and takes almost 5 minutes to return, is this normal? before the helicopter did not leave the port area. This is being a bad experience since other players can destroy the helicopter and the helicopter can kill other players around the map. and it gets even uglier when the two helicopters, the one from the event and the one from the map, come together by a player who is not doing the event

 

Jbird

Posted

18 hours ago, Jack said:

I have just reported a bug: during the event, the regular CCSC Cargo come to the port.

But… the event Cargo was already there.

So the second got through the first.
As a player, it's a bad idea to be in the Event Cargo as the second one will crush you.

I don't know if there is a way to prevent this.

.. Facepunch has done something difficult for you with this update.

Yes Facepunch loves their surprises for the modding community that holds most of the player base these days. Can you confirm which version of the event you are using, and if you had cleared older files as directed in the update notes? I believe this should already have been addressed but if you are still experiencing it let us know and we will look more into it. Feel free to jump in the Mad Mapper Discord and create a ticket there any time.

Jbird

Posted

3 hours ago, Jorge Anso said:

Hello, when a helicopter appears from the ship and you cause damage to it, the helicopter moves to the other side of the map and takes almost 5 minutes to return, is this normal? before the helicopter did not leave the port area. This is being a bad experience since other players can destroy the helicopter and the helicopter can kill other players around the map. and it gets even uglier when the two helicopters, the one from the event and the one from the map, come together by a player who is not doing the event

There are two new convars I recommend taking a look at. Firstly this one, I believe if you set this to false in your server setup or by running the command (so long as your server saves those changes during restarts properly).

patrolhelicopterai.use_danger_zones

patrolhelicopterai.use_danger_zones

Set the above to false and this should keep them from using their new updates to behavior, as now it is natural for them to run away.

patrolhelicopterai.flee_damage_percentage

This looks to be defaulted to 0.35 so I have not experimented with this one yet but perhaps this can be increased to 1.00 so that the patrol heli takes full damage and never has a chance to flee. This might be an alternative fix. I still want to find more information myself on all of the new behaviors and the best ways to revert them as I am curious if any of the new behaviors make it more interesting.

Also the plugin may get updates to block this from the patrol heli called for the event and allowed for the default patrol helis.

MrIce

Posted

Hello This is what I get on mine server when the Event is on  Do have video on it but to big. When it is going for the continer the bradley go like on the photo back and forward

//MrIce

20240413_202522.jpg

Jbird

Posted

4 hours ago, MrIce said:

Hello This is what I get on mine server when the Event is on  Do have video on it but to big. When it is going for the continer the bradley go like on the photo back and forward

//MrIce

What version of the plugin are you using? I believe this was fixed in a recent update.

MrIce

Posted

I will check that maybe I miss last one

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