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The_Kiiiing

Posted

9 hours ago, MrLiquid said:

OH WOW. I followed the tugboat around in vanish, that noise is terrible, OMG I never realized how bad it was.. 

The noise problem should be fixed with the latest update

Rusty Mike86

Posted

On 7/11/2023 at 9:18 PM, MrLiquid said:

how can that work if the tugboat is moving? I don't think the zone will move with it?

Not sure if it's possible but I had the same question for nivex the creator of True PVE plugin over on uMod. The question was about making cargo ship pvp on a pve map. He gave me some code to turn into a plugin which I did and worked great. I took  that same code and made the changes to reflect the tugboat and now the tugboat is pvp. Just wanted to see if it it could be implemented via the tugboat pirate plugin. I added the plugin for reference. 

TugboatPVP.cs

  • Like 1
The_Kiiiing

Posted

2 hours ago, Rusty Mike86 said:

Not sure if it's possible but I had the same question for nivex the creator of True PVE plugin over on uMod. The question was about making cargo ship pvp on a pve map. He gave me some code to turn into a plugin which I did and worked great. I took  that same code and made the changes to reflect the tugboat and now the tugboat is pvp. Just wanted to see if it it could be implemented via the tugboat pirate plugin. I added the plugin for reference. 

TugboatPVP.cs 1.42 kB · 1 download

I will add that with the next update

  • Like 2
Irish

Posted

It would seem that the issue of the boat being torpedoed by a submarine is not accounted for. 

The boat instantly sinks when destroyed and then just keeps chugging along at the bottom of the ocean like nothing happened and the event cannot continue.

The_Kiiiing

Posted

1 hour ago, Irish said:

It would seem that the issue of the boat being torpedoed by a submarine is not accounted for. 

The boat instantly sinks when destroyed and then just keeps chugging along at the bottom of the ocean like nothing happened and the event cannot continue.

I will adress this issue with the next update

Irish

Posted

14 minutes ago, The_Kiiiing said:

I will adress this issue with the next update

Also a lot of issues related to latency/ping causing certain users to produce Invalids consistently and be unable to kill any of the AI.

Our development team ended up rewriting a good portion of this original code to resolve some odd issues including the terrible sound the craft makes while pathing around.

IkitClaw

Posted

This is a really good plugin 5/5. Can we please get a way to change the locked crate timer?

The_Kiiiing

Posted

Just now, IkitClaw said:

This is a really good plugin 5/5. Can we please get a way to change the locked crate timer?

I will add a config option for the timer with the next update

  • Love 1
eov-dev

Posted

Hi, great plugin, we love the event !

I had some trouble with the captain's loot, namely the note not being there, but figured out his loot was overwritten by the plugin I use to change my loot tables (Custom Loot by Steenamaroo). I've seen the tickets and the recent support for loottables but unfortunatly it is not the plugin I use.

As I understand, Npcspawn uses the heavy scientist template to spawn the pirates and I need to change the loot table for the heavy scientist on my server. Has someone any idea of a workaround ? Possibly I could ask at Npcspawn or even Custom Loot, but maybe it's worth a shot to try to ask in here.

Again, love the plugin, great work !

The_Kiiiing

Posted

1 hour ago, eov-dev said:

Hi, great plugin, we love the event !

I had some trouble with the captain's loot, namely the note not being there, but figured out his loot was overwritten by the plugin I use to change my loot tables (Custom Loot by Steenamaroo). I've seen the tickets and the recent support for loottables but unfortunatly it is not the plugin I use.

As I understand, Npcspawn uses the heavy scientist template to spawn the pirates and I need to change the loot table for the heavy scientist on my server. Has someone any idea of a workaround ? Possibly I could ask at Npcspawn or even Custom Loot, but maybe it's worth a shot to try to ask in here.

Again, love the plugin, great work !

I will fix the issue with custom loot in the next update. The loot tables for the npcs on the ship can be adjusted directly in the plugin config

  • Love 1
TattedTaco

Posted

So i bought this plugin and the pirates don't even attack? Im assuming this is bugged right? any help would be great.

 

BootyRust

Posted

On 7/6/2023 at 10:09 PM, MrLiquid said:

I would comment, my players complain of HUGE frame loss when near the tugboat event.

This is really the only problem I am also experiencing. Frame rates drop pretty significantly, especially if there is other entities in the area like another tug. Everything else seems to be working great. The ability to customize the loot crate hack time would be a plus though.

The_Kiiiing

Posted

4 hours ago, Ozone said:

This is really the only problem I am also experiencing. Frame rates drop pretty significantly, especially if there is other entities in the area like another tug. Everything else seems to be working great. The ability to customize the loot crate hack time would be a plus though.

Hi, in order to improve performance, I would recommend you to remove some interior items from the config or lower the amount of npcs on the ship. A config option for hack time will be added with the next update

  • Like 1
Aussie4life

Posted

Will this latest update fix the "fail to compile" issue? been having this problem since loading the plugin. TugboatPirates - Failed to compile: TugboatPirates.cs(1329,32): error CS1501: No overload for method `Rotate' takes `4' arguments

A reload seems to fix this issue but also it doesnt seem to save the path. every time i manually reload it, it has to generate the path all over again which causes a 5 second lag spike for our players

The_Kiiiing

Posted

7 hours ago, Aussie4life said:

Will this latest update fix the "fail to compile" issue? been having this problem since loading the plugin. TugboatPirates - Failed to compile: TugboatPirates.cs(1329,32): error CS1501: No overload for method `Rotate' takes `4' arguments

A reload seems to fix this issue but also it doesnt seem to save the path. every time i manually reload it, it has to generate the path all over again which causes a 5 second lag spike for our players

There was no compile issue on oxide in the last version. Are you using carbon?

eov-dev

Posted

Hey, thanks for the update, great additions.

You mentioned support for Custom Loot but unfortunatly I am still unable to make this work. If I set a custom loot table in Custom Loot for heavy scientist it will overwrite the pirate's loots. Is there some config I need to enable to avoid this behaviour ?

Thanks !

BootyRust

Posted (edited)

On 7/23/2023 at 4:58 AM, The_Kiiiing said:

Hi, in order to improve performance, I would recommend you to remove some interior items from the config or lower the amount of npcs on the ship. A config option for hack time will be added with the next update

I appreciate the response, I'll give this a shot. What I noticed was, if someone renders the boat, disengages out of render distance then reengages, frames take a nasty hit (GPU 3090 at 4fps) which is obviously not normal at all. Anyone new coming into the areas sees the dead pirates stretched across the map at extremely low fps.

Edited by Ozone
The_Kiiiing

Posted

On 7/25/2023 at 6:14 AM, Ozone said:

I appreciate the response, I'll give this a shot. What I noticed was, if someone renders the boat, disengages out of render distance then reengages, frames take a nasty hit (GPU 3090 at 4fps) which is obviously not normal at all. Anyone new coming into the areas sees the dead pirates stretched across the map at extremely low fps.

Did you turn on global rendering in the config? This way the client is always aware of the boat regardless of position and there should be a smaller performance impact when approaching the boat

The_Kiiiing

Posted

On 7/24/2023 at 3:36 PM, eov-dev said:

Hey, thanks for the update, great additions.

You mentioned support for Custom Loot but unfortunatly I am still unable to make this work. If I set a custom loot table in Custom Loot for heavy scientist it will overwrite the pirate's loots. Is there some config I need to enable to avoid this behaviour ?

Thanks !

Threre is no support for custom loot, just fixed some conflicts with it. The loot of the NPCs can be adjusted directly in the plugin config

Chernarust

Posted

Any way to keep the tug boat after everyone is dead and players be able to use it?

RUST KILL

Posted

Why is the plugin so heavy for the server? FPS sags hard .. Optimize maybe somehow.. I'm not only talking about the first load, but even during the event..

The_Kiiiing

Posted

1 hour ago, Sjd6795 said:

Any way to keep the tug boat after everyone is dead and players be able to use it?

This is not possible at the moment

BootyRust

Posted

12 hours ago, The_Kiiiing said:

Did you turn on global rendering in the config? This way the client is always aware of the boat regardless of position and there should be a smaller performance impact when approaching the boat

I turned it off. The comment lead me to believe that having it on would have a greater performance impact. Thanks again for the response.

nivex

Posted

can you change OnEntityTakeDamage to return true so it that does not conflict with other plugins such as TruePVE and NextGenPVE ?

  • Love 1

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