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Jbird

Posted

10 hours ago, Hawkhill said:

Jbird: Jackhammer didnt work either.... seems like it need to be explosive dmg to do anything to the doors...

Additional means of damaging the doors especially under water has been added as a suggestion. Thank you for the feedback and follow ups on this.

 

10 hours ago, Covfefe said:

Can you add an option to make the entire submarine raidable? So sick and tired of players asking how to raid the submarine.

I recommend making an edit to the the lang file for the plugin and add a note to the event explaining what to do. When the chat message pops up about the event you can post in more than one place that people should look for doors that might lead into the submarine.

There are IO connections and all kinds of other reasons that this just really wouldn't work.

Covfefe

Posted

4 hours ago, Jbird said:

Additional means of damaging the doors especially under water has been added as a suggestion. Thank you for the feedback and follow ups on this.

 

I recommend making an edit to the the lang file for the plugin and add a note to the event explaining what to do. When the chat message pops up about the event you can post in more than one place that people should look for doors that might lead into the submarine.

There are IO connections and all kinds of other reasons that this just really wouldn't work.

The issue is unless the sub is respawning every 15 minutes, then players will miss the initial message that tells them how to raid the submarine. What if you added like a message when players get near the sub it will say "blow up doors to get inside" etc?

Jbird

Posted

1 hour ago, Covfefe said:

The issue is unless the sub is respawning every 15 minutes, then players will miss the initial message that tells them how to raid the submarine. What if you added like a message when players get near the sub it will say "blow up doors to get inside" etc?

Will add this in as a suggestion and run it past K for input. There is a lot of work already on the plate but doesn't hurt to add other ideas and suggestions for other upcoming and potential updates.

  • Like 1
KingSizeKevin

Posted

Hello, how might I change the scientistnpc profile to something other than heavy scientist?  I want to set it to scientistnpc_roam, but all I can find in the code is scientistnpc_oilrig references.  Is there some place in config I can choose which npc profile to use?   We give a high money payout on our rust rewards plugin for heavy scientists, and wanted to nerf it down in payout.

Jbird

Posted

3 hours ago, KingSizeKevin said:

Hello, how might I change the scientistnpc profile to something other than heavy scientist?  I want to set it to scientistnpc_roam, but all I can find in the code is scientistnpc_oilrig references.  Is there some place in config I can choose which npc profile to use?   We give a high money payout on our rust rewards plugin for heavy scientists, and wanted to nerf it down in payout.

Are you familiar with or comfortable with editing a plugin CS file?

I haven't looked yet but I'm sure in that regard it will be simple.

KingSizeKevin

Posted

I have located it in the npcspawn plugin.  I have found what I need thank you 🙂

Jbird

Posted

3 hours ago, KingSizeKevin said:

I have located it in the npcspawn plugin.  I have found what I need thank you 🙂

Awesome you're welcome.

Have fun with it!

Kleementin

Posted

Can you add options to disable global chat messages when players do any actions like using cards, opening crates or so during the event?

I would only like to have the event start and end message in the global chat.

Jbird

Posted

On 1/14/2023 at 5:50 PM, Kleementin said:

Can you add options to disable global chat messages when players do any actions like using cards, opening crates or so during the event?

I would only like to have the event start and end message in the global chat.

Go to your lang file for this plugin, simply reduce anything you do not want to see leaving only the quotation marks behind.

This will in turn remove the chat since it will be empty as you do this.

(Answered this in several other places as well 😃)

Shneid

Posted

Hi, are the underwater floating boxes supposed to not have boom in them? I went through all the loot tables for the crate types and they're all set to '5' which is combine methods '1' and '4', which should mean the crate have some boom in them but they don't.

Jbird

Posted (edited)

  

6 hours ago, Shneid said:

Hi, are the underwater floating boxes supposed to not have boom in them? I went through all the loot tables for the crate types and they're all set to '5' which is combine methods '1' and '4', which should mean the crate have some boom in them but they don't.

That doesn't guarantee boom unless the prefab path and or the own loot table have boom in them, but still unless there is boom and min max is ignored you are not guaranteed boom.

Best way to guarantee boom is have 100% on an item and min max turned off, it's the best way to get the specific loot pulls that some people are wanting without getting another plugin to create it and pointing to that loot table.

Min max of x means there will be x items selected and their probability rolled. People often think even 10% is a low probability and it's not, thats 1 out of 10 chance that that item will drop before it rolls around and grabs a 100% chance item. There is still some randomness to it.

100% probability on one item only means that IF that item gets picked and rolled will it 100% drop. People are not building loot tables where the 100% items even get rolled because 6 10% items and 4 50% items dropped out of the 10 items that were chosen as the min and max.

Edited by Jbird
Shneid

Posted

4 hours ago, Jbird said:

  

That doesn't guarantee boom unless the prefab path and or the own loot table have boom in them, but still unless there is boom and min max is ignored you are not guaranteed boom.

Best way to guarantee boom is have 100% on an item and min max turned off, it's the best way to get the specific loot pulls that some people are wanting without getting another plugin to create it and pointing to that loot table.

Min max of x means there will be x items selected and their probability rolled. People often think even 10% is a low probability and it's not, thats 1 out of 10 chance that that item will drop before it rolls around and grabs a 100% chance item. There is still some randomness to it.

100% probability on one item only means that IF that item gets picked and rolled will it 100% drop. People are not building loot tables where the 100% items even get rolled because 6 10% items and 4 50% items dropped out of the 10 items that were chosen as the min and max.

Okay, so if I'm understanding this correctly, I can turn off minimum and maximum values for the crate loot tables to pick from so I can guarantee boom, but the tradeoff is that there will be every item in the loot table in that crate? And if so, that would mean I'd probably had to customize the "own" category a little more and just have the plugin strictly pull from the custom loot table rather than the combination of "own" and "loot table of rust items"?

Jbird

Posted

4 minutes ago, Shneid said:

Okay, so if I'm understanding this correctly, I can turn off minimum and maximum values for the crate loot tables to pick from so I can guarantee boom, but the tradeoff is that there will be every item in the loot table in that crate? And if so, that would mean I'd probably had to customize the "own" category a little more and just have the plugin strictly pull from the custom loot table rather than the combination of "own" and "loot table of rust items"?

It depends on what you are trying to achieve, you didn't answer any of the questions I had to help answer this for you. I don't know what prefab path you are using to even gauge the likliood that boom hits there first of all, and you get a full loot pull from the prefab which is a number of items not just one item, a full loot pull as if you opened the container in game and you get all of that, PLUS what's in your own loot table.

If you turn off min max it will roll every item, and enter them depending on their percentage, so 100% would always make it. For other things not to often show up then compare it to a Rust crate probability set and look at how low percentages should be for the filler items.

Shneid

Posted

7 minutes ago, Jbird said:

If you turn off min max it will roll every item, and enter them depending on their percentage, so 100% would always make it. For other things not to often show up then compare it to a Rust crate probability set and look at how low percentages should be for the filler items.

This answered my question. Thank you!

Jbird

Posted

3 hours ago, Shneid said:

This answered my question. Thank you!

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.

S0faKingAwes0me

Posted (edited)

Once a player claims the event, the time and remaining boxes appear. If they want to stop and not finish. Is there a command for them to leave the event?

 

Edited by S0faKingAwes0me
Jbird

Posted

6 hours ago, S0faKingAwes0me said:

Once a player claims the event, the time and remaining boxes appear. If they want to stop and not finish. Is there a command for them to leave the event?

So that they could come back to finish it? I am only trying to make sure it makes sense in my head what you are asking. I don't think there is anything like what you are asking, but, depending on the reasoning I may have something you can do.

S0faKingAwes0me

Posted

17 hours ago, Jbird said:

So that they could come back to finish it? I am only trying to make sure it makes sense in my head what you are asking. I don't think there is anything like what you are asking, but, depending on the reasoning I may have something you can do.

I have 2 players on a team, one does the sub, gets downed, other TP's to res, gets the red timer, leaves because they don't like doing events. Now player 2 can not build until water event is finished.

 

Jbird

Posted

1 hour ago, S0faKingAwes0me said:

I have 2 players on a team, one does the sub, gets downed, other TP's to res, gets the red timer, leaves because they don't like doing events. Now player 2 can not build until water event is finished.

What is preventing them from building? There's no such function in the plugin but perhaps you have something else preventing it because they used some demolitions? Is that what you are referring to?

I will talk to the developer though because I think that must be what you are talking about. We can discuss possibilities if that is what it is.

S0faKingAwes0me

Posted

There is no error message, just the event timer and remaining boxes. I will try to duplicate it. Perhaps because they TP away. I will try to log out and come back in not near the event to see if that fixes it. Not allowed to plant anything, either. Thank you for responding.

Jbird

Posted

3 minutes ago, S0faKingAwes0me said:

There is no error message, just the event timer and remaining boxes. I will try to duplicate it. Perhaps because they TP away. I will try to log out and come back in not near the event to see if that fixes it. Not allowed to plant anything, either. Thank you for responding.

Yes it could be something like that, perhaps their state is saved when they TP from within the event. Test it as you suggested from leaving the event zone first then teleporting, and if you can reproduce it that would be great, perhaps it can be blocked in the future with an update. Thank you for the feedback.

S0faKingAwes0me

Posted

So I tried on power plant event. If you walk away from zone, no problem, timer goes off and message says to go back. If you TP with timer on, there is no way to remove it. I exited server, tried restarting Steam and Rust, tried going back to event and walking away (shot a couple npc's to make sure it stuck). The events are great ! This was just a little glitch that arose and prevented one player from farming, so they called it to my attention. Always happy to help make things better.

  • Love 1
S0faKingAwes0me

Posted

Update... now I can build and plant with timer on the screen. It may have a X minute cooldown but timer remains when not near event zone. 

Jbird

Posted

14 hours ago, S0faKingAwes0me said:

So I tried on power plant event. If you walk away from zone, no problem, timer goes off and message says to go back. If you TP with timer on, there is no way to remove it. I exited server, tried restarting Steam and Rust, tried going back to event and walking away (shot a couple npc's to make sure it stuck). The events are great ! This was just a little glitch that arose and prevented one player from farming, so they called it to my attention. Always happy to help make things better.

This is exactly what we need and it means a lot to think that way about it. It's very helpful for the progression of good work like this to have a community that knows bugs will happen but that together we can fix and overcome anything. Thank you for doing the extra work and confirmation! Are you in the Mad Mapper Discord already? You should join we could put this in a ticket and leave it there as a note until the developer can help address it.

We may if anything just need to also look at the teleportation plugin as well but we will cross that bridge if we arrive there.

14 hours ago, S0faKingAwes0me said:

Update... now I can build and plant with timer on the screen. It may have a X minute cooldown but timer remains when not near event zone. 

Did you make any change or you've tested it and this has been the results?

One last thing only curious, have you tried going back to the zone after teleporting just to see if it will retrigger and remove if you go back and leave the event zone? Curious if the explanation to your community can avoid it for now, and can be fixed in that way.

S0faKingAwes0me

Posted

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.

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