Jump to content

Heavy Cargo Ship Event 1.3.2

$19.99
   (2 reviews)

9 Screenshots

  • 57.1k
  • 802
  • 39.03 kB
This area is intended for discussion and questions. Please use the support area for reporting issues or getting help.

Recommended Comments



Chit Show

Posted (edited)

Bradley jumped ship and took off.

 

Also, is it possible to make it follow the cargo path set in rustedit? 
It's going through custom monuments as is.
(maybe it was just where it spawned in. It's also when bradley jumped off and drove to shore.)

Edited by Grumbles
Covfefe

Posted

The code part will be very difficult for my players to figure out because they are very stupid. Can you just add an option to make them destroyable instead? It's the only thing holding me back from purchasing.

Cahnu

Posted (edited)

15 hours ago, Grumbles said:

Bradley jumped ship and took off.

 

Also, is it possible to make it follow the cargo path set in rustedit? 
It's going through custom monuments as is.
(maybe it was just where it spawned in. It's also when bradley jumped off and drove to shore.)

I'll put in a fix to disable movement of the Bradley so it's locked in position. Surprisingly I didn't see that happen in my testing. As far as the custom rust edit path, I'll have to look into that. I'll probably get a quick fix out for the Bradley falling off and then circle back in another update on the cargo path setup in rust edit.

 

3 hours ago, Covfefe said:

The code part will be very difficult for my players to figure out because they are very stupid. Can you just add an option to make them destroyable instead? It's the only thing holding me back from purchasing.

The code part is optional. All turrets are damageable and can be destroyed. I'll update the plugin details to make that more clear. 

Edited by Cahnu
  • Love 1
Chit Show

Posted

Awesome! Love what you're doing with this.

Add an option for a samsite too please. 😀

Cahnu

Posted

19 hours ago, Grumbles said:

Awesome! Love what you're doing with this.

Add an option for a samsite too please. 😀

Thanks for the positive feedback. 🙂

A samsite is a great idea. I'll look into getting that added in the next version.

Viktorvill

Posted

Hi!

I use the TruePve plugin and my problem is that the players are not shot by the turret.

Is there any solution for this?

Covfefe

Posted

how do i get the turrets to shoot players?252490_20221210102951_1.thumb.png.20e51bc6f9e53680ae97f15b32b7bb6d.png

  • Like 1
Chit Show

Posted

Weird... I'm running TruePve and mine kill players.

 

20221210181932_1.jpg

Covfefe

Posted

the plugin uses autoturret.deployed, why can't they use scientist sentries?

Cahnu

Posted

22 hours ago, Covfefe said:

the plugin uses autoturret.deployed, why can't they use scientist sentries?

This plugin uses the same auto turrets that are built by players to allow them to be damageable. The auto turrets at camps such as outpost can't be damaged. If you have any other plugins that override auto turret behavior when shooting at players, it could be the reason they aren't damaging your players.

Covfefe

Posted (edited)

2 hours ago, Cahnu said:

This plugin uses the same auto turrets that are built by players to allow them to be damageable. The auto turrets at camps such as outpost can't be damaged. If you have any other plugins that override auto turret behavior when shooting at players, it could be the reason they aren't damaging your players.

Yeah I run a PVE server and player turrets don't shoot each other. Raidable Bases also uses the same type of turrets, but that plugin knows how to make it so it still shoots players.

You need to fix this asap since you advertised it for PVE servers as well

image.png.2e28b28fcbbff799703a71e99cdd1a90.png

Edited by Covfefe
Cahnu

Posted (edited)

2 hours ago, Covfefe said:

Yeah I run a PVE server and player turrets don't shoot each other. Raidable Bases also uses the same type of turrets, but that plugin knows how to make it so it still shoots players.

You need to fix this asap since you advertised it for PVE servers as well

image.png.2e28b28fcbbff799703a71e99cdd1a90.png

 

On 12/10/2022 at 7:59 AM, Viktorvill said:

Hi!

I use the TruePve plugin and my problem is that the players are not shot by the turret.

Is there any solution for this?

I'm looking into what needs to be done to allow players to be hit by the turrets with TruePVE. I'll get an update out to fix this soon. 🙂

Edited by Cahnu
Cahnu

Posted

@Viktorvill @Covfefe TruePVE integration has been added in version 1.0.5. Please update to the latest version and let me know if you have any issues. Thanks!

Viktorvill

Posted

Hi!

Shouldn't the loot setting look like this?

 

{
        "shortname": "ammo.grenadelauncher.he",
        "amount": 8,
        "skin": 0,
        "amountMin": 4
},

Cahnu

Posted

18 hours ago, Viktorvill said:

Hi!

Shouldn't the loot setting look like this?

 

{
        "shortname": "ammo.grenadelauncher.he",
        "amount": 8,
        "skin": 0,
        "amountMin": 4
},

It all depends how the developer sets it up. For the moment the plugin references items by the item id which you can find here: https://www.corrosionhour.com/rust-item-list/

I do think short names would be more clear though. That may be something I change in the future. As for the quantity, the plugins offers a minimum and maximum quantity a player can receive and will randomize the amount between the thresholds. Having specific skins for the custom loot table isn't currently supported but I could add that in a future version.

Wajeeh Agbariya

Posted

players are unable to hurt turrets in this event as well running truepve

Cahnu

Posted (edited)

  

On 1/22/2023 at 4:38 PM, Wajeeh Agbariya said:

players are unable to hurt turrets in this event as well running truepve

This should now be fixed in version 1.0.7. Please update to the latest version and give it a shot. 

Edited by Cahnu
Chill Roleplay

Posted

is there a way to stop the turrets from dropping satchels of 2k ammo and aks

 

Viktorvill

Posted

Can it be solved so that the turret cannot be turned off with the code lock?

Cahnu

Posted

21 minutes ago, Chill Roleplay said:

is there a way to stop the turrets from dropping satchels of 2k ammo and aks

 

This would be a new feature request. Currently there is only a setting to prevent looting of turrets when they are disabled through the code lock. I'll look into getting a config value added for this in an update.

17 minutes ago, Viktorvill said:

Can it be solved so that the turret cannot be turned off with the code lock?

Are you asking to have a config setting to disable the note drop and codelock entirely so turrets can only be destroyed?

Viktorvill

Posted

Are you asking to have a config setting to disable the note drop and codelock entirely so turrets can only be destroyed?

 

Yess 🙂

Cahnu

Posted

12 minutes ago, Viktorvill said:

Are you asking to have a config setting to disable the note drop and codelock entirely so turrets can only be destroyed?

 

Yess 🙂

Sure, I can do that. I've added that to my list of features to get into an update.

Roine

Posted

Heavy cargo ships always seem to spawn from the northwest direction.

Can they spawn from random locations instead?

Chit Show

Posted

Is it possible to add: https://codefling.com/plugins/skill-tree-items

To:

  "This is for special items you want added to the hackable crates outside of loot tables": [
    {
      "itemData": {
        "Random amount maximum:": 1,
        "Random amount minimum:": 1,
        "skin id for the item": 0,
        "The Item Id:": 0
      },
      "percentage chance for it to appear in a hackable crate (IE 30 = 30% chance)": 30
    }
  ]
 

 

Cahnu

Posted

On 1/27/2023 at 1:13 PM, Roine said:

Heavy cargo ships always seem to spawn from the northwest direction.

Can they spawn from random locations instead?

This is something I'd like to change in a future update. It's on my list of updates already. 🙂

17 hours ago, Grumbles said:

Is it possible to add: https://codefling.com/plugins/skill-tree-items

To:

  "This is for special items you want added to the hackable crates outside of loot tables": [
    {
      "itemData": {
        "Random amount maximum:": 1,
        "Random amount minimum:": 1,
        "skin id for the item": 0,
        "The Item Id:": 0
      },
      "percentage chance for it to appear in a hackable crate (IE 30 = 30% chance)": 30
    }
  ]
 

 

Do they use a particular item id and skin id that you could plugin to that section instead of requiring a custom command? I try to stay away from very specific integrations that can't be used beyond that plugin unless there's a lot of people asking for it. I'll add it to my list of requests though and if there's enough demand for it I may consider adding it in a future update.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Like 1
  • Love 1

User Feedback

1.6m

Downloads

Total number of downloads.

7.7k

Customers

Total customers served.

115.4k

Files Sold

Total number of files sold.

2.3m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.