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Jbird

Posted

2 hours ago, S0faKingAwes0me said:

I tried teleporting back to zone and walking away. The only event that was a little more responsive was the airship event, meaning it kept warning of leaving the zone instantly. I will continue to explore. I didn't make any changes. After I said I could build, I started the airship event and that would not let me build until it was over,

I am in the MM discord, but I'm only an admin and really don't do any back end stuff, so I don't post in there. The server owner just bought a few new things from this site, So I knew where he got the events, and I wanted to see if there was any discussion about this issue.

And yes, rather than complain about stuff, work together to make a better experience for everyone. I personally like to farm, and I'm happy that I have a place to try things out, and now I have the ability to help people in game.

I appreciate your diligence. Continue to let us know what you've noticed and there will likely soon be adjustments on our end, thank you again.

Jbird

Posted

2 hours ago, S0faKingAwes0me said:

I tried teleporting back to zone and walking away.

Can you confirm what plugin you are using for teleports?

Jbird

Posted

23 minutes ago, S0faKingAwes0me said:

Nteleportation by Nivex

Do you want to disable teleporting via the option in config to avoid this? There is an option to block it already. If that works of course.

S0faKingAwes0me

Posted

39 minutes ago, Jbird said:

Do you want to disable teleporting via the option in config to avoid this? There is an option to block it already. If that works of course.

I will pass it along to server owner. I know raidable homes has it disabled. This is a good workaround for now.

 

恶

Posted

My player can fly, can this plugin prohibit flying.

Jbird

Posted

On 3/14/2023 at 7:00 PM, S0faKingAwes0me said:

I will pass it along to server owner. I know raidable homes has it disabled. This is a good workaround for now.

  "Interrupt the teleport in a submarine? (only for users NTeleportation plugin) [true/false]": true,
  • Like 1
Jbird

Posted

15 hours ago, 恶 said:

My player can fly, can this plugin prohibit flying.

  "List of commands banned in the event zone": [
    "/remove",
    "remove.toggle"
  ],
Shneid

Posted

On 3/9/2023 at 5:34 PM, Jbird said:

My pleasure, happy to take a few attempts sometimes when needed to fully explain something, sorry that it's a bit complicated but glad I got your questions answered! Let us know if anything else comes up.

Hi again! So I was able to get the loot working perfectly using the suggestions you gave me before. I just have one problem... a while after the sub has been in the map, the loot seems to change and remove a lot of stuff/revert to default crates. The locked crates disappear as well. Up until today I thought there were still some subs that were just not spawning with the loot I wanted, but now I see that is not the case. They all spawn with loot I want, then after a while (maybe an hour or two?) the loot inside the sub changes. Do you know what could possibly be causing this?

Hoss the Farmer

Posted

im just wondering why all loot by default had rockets c4 and all doors take one rocket and turrets 1 hv. no changes were made at all

Jbird

Posted

On 3/26/2023 at 9:30 PM, Shneid said:

Hi again! So I was able to get the loot working perfectly using the suggestions you gave me before. I just have one problem... a while after the sub has been in the map, the loot seems to change and remove a lot of stuff/revert to default crates. The locked crates disappear as well. Up until today I thought there were still some subs that were just not spawning with the loot I wanted, but now I see that is not the case. They all spawn with loot I want, then after a while (maybe an hour or two?) the loot inside the sub changes. Do you know what could possibly be causing this?

That is actually a great question, are you using any plugins that affect or control loot tables?

If I had to guess you might be using a loot table plugin and that plugin probably updates at some point, recognizes those loot crates and replaces them with default loot somehow. It's one of the only things that makes sense.

Jbird

Posted

On 4/21/2023 at 5:55 AM, Hoss the Farmer said:

im just wondering why all loot by default had rockets c4 and all doors take one rocket and turrets 1 hv. no changes were made at all

Essentially configs can be tweaked constantly to try to please everyone but it will never be perfect. Generally this is an event, not a player base, and I can tell you from being around for awhile now that many customers (and their players) did not like for the doors and turrets to be normal difficulty.

All of that being said though that is the beauty of being given a lot of control in a config, you can tweak and balance it to suit your server and preferences.

Shneid

Posted

On 4/23/2023 at 12:39 AM, Jbird said:

That is actually a great question, are you using any plugins that affect or control loot tables?

If I had to guess you might be using a loot table plugin and that plugin probably updates at some point, recognizes those loot crates and replaces them with default loot somehow. It's one of the only things that makes sense.

I'm not using any plugins that would change the loot. Since I posted this I also have gotten reports that after the players loot the hackable crates, the loot changes, so it's not just when the hackable crates disappear on their own, it's when they disappear in general. But since I posted earlier, I have made a workaround, telling people to loot hackable crates last, greatly reducing the time of the event down to 3 hours, and turning on PVEMode version. it seems to be working for now and players are happy with the current status quo.

Jbird

Posted

9 hours ago, Shneid said:

I'm not using any plugins that would change the loot. Since I posted this I also have gotten reports that after the players loot the hackable crates, the loot changes, so it's not just when the hackable crates disappear on their own, it's when they disappear in general. But since I posted earlier, I have made a workaround, telling people to loot hackable crates last, greatly reducing the time of the event down to 3 hours, and turning on PVEMode version. it seems to be working for now and players are happy with the current status quo.

Sounds very odd for sure there is certainly something going on there out of the norm. As long as you and your players are happy though sounds good to me! If you ever want to take a deeper dive into things, share your config, things like that you might stop into the Mad Mapper Discord and open a ticket.

  • Like 1
Farmer Elias

Posted

Hey, I want a 50% Chance for the C4 and Rockets in the Loot Containers, but there is always one of both. What did I wrong?

 

      "Own loot table (if the loot table type is 1 or 5)": {
        "Minimum numbers of items": 1,
        "Maximum numbers of items": 3,
        "Use minimum and maximum values? [true/false]": true,
        "List of items": [
          {
            "ShortName": "explosive.timed",
            "Minimum": 1,
            "Maximum": 1,
            "Chance [0.0-100.0]": 50.0,
            "Is this a blueprint? [true/false]": false,
            "SkinID (0 - default)": 0,
            "Name (empty - default)": ""
          },
          {
            "ShortName": "ammo.rocket.basic",
            "Minimum": 1,
            "Maximum": 2,
            "Chance [0.0-100.0]": 50.0,
            "Is this a blueprint? [true/false]": false,
            "SkinID (0 - default)": 0,
            "Name (empty - default)": ""
          },
          {
            "ShortName": "scrap",
            "Minimum": 5,
            "Maximum": 5,
            "Chance [0.0-100.0]": 50.0,
            "Is this a blueprint? [true/false]": false,
            "SkinID (0 - default)": 0,
            "Name (empty - default)": ""
          }
        ]
      },
      "Item Multipliers": {
        "explosive.timed": 1.0
      }
    },

 

Jbird

Posted

8 hours ago, Farmer Elias said:

Hey, I want a 50% Chance for the C4 and Rockets in the Loot Containers, but there is always one of both. What did I wrong?

        "Minimum numbers of items": 1,
        "Maximum numbers of items": 3,

You have a min max of 1-3 items, and you also have those items all set at 50% chance of dropping. The probability that you will only get one item, is smaller than that you will get 2 or more. The question is if they drop, but 50% is actually quite high probability to be honest.

I would consider something lower than 50%, as you need to understand the probability a bit better if you go larger numbers. This is one way to achieve what I think you might be trying to do. Min max is 1, I left it at 50% chance for each, it will choose one or the other whichever drops first.

      "Own loot table (if the loot table type is 1 or 5)": {
        "Minimum numbers of items": 1,
        "Maximum numbers of items": 1,
        "Use minimum and maximum values? [true/false]": true,
        "List of items": [
          {
            "ShortName": "explosive.timed",
            "Minimum": 1,
            "Maximum": 1,
            "Chance [0.0-100.0]": 50.0,
            "Is this a blueprint? [true/false]": false,
            "SkinID (0 - default)": 0,
            "Name (empty - default)": ""
          },
          {
            "ShortName": "ammo.rocket.basic",
            "Minimum": 1,
            "Maximum": 2,
            "Chance [0.0-100.0]": 50.0,
            "Is this a blueprint? [true/false]": false,
            "SkinID (0 - default)": 0,
            "Name (empty - default)": ""
          }
        ]
      },
      "Item Multipliers": {
        "explosive.timed": 1.0
      }
    },
  • Love 1
J2

Posted

 

can we get sharks underwater it will be fun

Jbird

Posted

1 hour ago, J2 said:

can we get sharks underwater it will be fun

That's where you normally will find them! haha But are you requesting that some be added near the event? Interesting suggestion we can discuss that possibility. Thank you for the suggestion!

Jbird

Posted

31 minutes ago, S0faKingAwes0me said:

Sharks with Frickin' laser beams!!!!

sharks.jpeg

I meannnnn

S0faKingAwes0me

Posted

EXACTLY!!!! Can the NPC spawn plugin spawn sharks near the top of the water?

 

 

Jbird

Posted

17 hours ago, S0faKingAwes0me said:

EXACTLY!!!! Can the NPC spawn plugin spawn sharks near the top of the water?

I just wanted to share that since you mentioned it, wasn't sure if you knew about it.

Unfortunately though for your suggestion, no they cannot be added to an event like this. Sharks have no ability to see building blocks and things like the submarine and will just swim right through them which unfortunately as fun as the idea is would just not work for the majority of people to just have sharks randomly phase swim through the submarine. Fun idea though!

S0faKingAwes0me

Posted

I don't know how that plugin works, but could you specify like 8 coordinates and perimeters from the middle of the sub and only allow them to go there. None of which intersect any portion of the physical sub. The NPCHorde for zombies restricts their movement. Even if they are chasing you.... once you hit a certain spot, they just turn back.

 

Jbird

Posted

13 hours ago, S0faKingAwes0me said:

I don't know how that plugin works, but could you specify like 8 coordinates and perimeters from the middle of the sub and only allow them to go there. None of which intersect any portion of the physical sub. The NPCHorde for zombies restricts their movement. Even if they are chasing you.... once you hit a certain spot, they just turn back.

NPCs have a lot built into them already and are constantly being updated and given more functions and parameters, sharks just don't have anywhere near as much put into them they are quite simple. The suggestion is there for us to come back to and kick around as an idea but short term I just don't want to get your hopes up.

Andres S

Posted

all my players getting kicked when event starts. 
kicked: Packet Flooding: Player Tick
every time when event starting.

 

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