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Heavy Cargo Ship Event 1.3.2

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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)

  On 12/5/2022 at 1:06 AM, 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.)

Expand  

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.

 

  On 12/5/2022 at 12:57 PM, 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.

Expand  

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

  On 12/5/2022 at 5:40 PM, Grumbles said:

Awesome! Love what you're doing with this.

Add an option for a samsite too please. 😀

Expand  

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

  On 12/10/2022 at 11:26 PM, Covfefe said:

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

Expand  

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)

  On 12/11/2022 at 9:43 PM, 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.

Expand  

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)

  On 12/11/2022 at 11:57 PM, 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

Expand  

 

  On 12/10/2022 at 12:59 PM, 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?

Expand  

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

  On 12/20/2022 at 7:39 PM, Viktorvill said:

Hi!

Shouldn't the loot setting look like this?

 

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

Expand  

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 9:38 PM, Wajeeh Agbariya said:

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

Expand  

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

  On 1/25/2023 at 5:37 PM, Chill Roleplay said:

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

 

Expand  

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.

  On 1/25/2023 at 5:41 PM, Viktorvill said:

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

Expand  

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

  On 1/25/2023 at 6:27 PM, 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 🙂

Expand  

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 6:13 PM, Roine said:

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

Can they spawn from random locations instead?

Expand  

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

  On 1/30/2023 at 10:56 PM, 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
    }
  ]
 

 

Expand  

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.

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