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PhatBlinkie

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Everything posted by PhatBlinkie

  1. PhatBlinkie

    mining cave is a trap

    yeah, this bug is still present. btw
  2. this setting was set to true, ill set it to false, though that seems wrong to change it to false. Ill change it to false and see what happens. "Allow Players To Use MLRS": true, worst case i can see about putting the mlrs into truepve as not to hurt players
  3. PhatBlinkie

    mining cave is a trap

    in the mining caves, there is rock that lets you see through it, walk through it, but ones you do, you cant get back out and the hidden rock turns to real rock. its near the end of one of the shafts, i had to block it off with ubertool. Otherwise my players love the map. it looks like a cave system is merged into the mine , location noted, and able to see it in rust edit
  4. PhatBlinkie

    Raidable Bases

    that was it, thank you
  5. PhatBlinkie

    Raidable Bases

    Pretty sure I found a bug. here is what happens, and what didn't used to happen. 1. player is raiding a base, solo or teamed same results, paid, pvp, pve, all bases 2. on my server, the raid is not finished until tc and all boxes are broken, but it happens even if raid is finished with just tc.ds 3. player breaks tc. and places bag or bed inside bubble (i have to very large bases) 4. upon player death, they respawn on the bag or bed inside. and are there, and visible, until they wake up. when they wake up, they are ejected from the sphere running version 2.8.5, and all eject settings in the configs are set to false. even more so then i would like during testing to be sure. It also happens if they place a bag, before tc break outside of tc radius but inside spehere, but on my server they generally place the bags inside after tc break, since they cannot before that. What used to happen, was they would spawn on thier bag, especially if the tc was broken already, (which they do now, just when they wake are ejected) and avoid needing to run into the base, climbing past npc etc. also tested this with and without breaking the tc, both situations result in ejection
  6. PhatBlinkie

    Jet Event

    is there a method that can be used, to send a jet crashsite to a player? I want to make the event crashsite be something that they can buy with rp, but i dont see how to send the crashsite to them from the console
  7. PhatBlinkie

    Raidable Bases

    so, it happened again, and it has some odd characteristics. 1. raids over water dont seem to be affected. (could be by chance at the time, maybe spawning order i dont know) 2. on affected raids, if i enter vanished, and unvanish, instant turret action, if i just walk in from the outside of the sphere, no turrets shoot at me. 3. I went through while it was bugged and unloaded all the plugins that had the word turret in them, except a few that dont control anything, just look for data like playerchallenges. the problem did not go away, but maybe it would not anyway, no way to tell that. 4. server restart always fixes it. 5. i reduced the number of naturally spawned raids in half to see if this makes the problem show up later. The number 2 above really makes me think its a bug here, not with other plugins. only seems to happen after a few days, I will probably be forced into a daily restart, but just hate those on principle.
  8. PhatBlinkie

    Raidable Bases

    ok, ill search all the cs files for turret and disable them next wipe and see if it repeats. thanks for the comments
  9. PhatBlinkie

    Raidable Bases

    on occasion the turrets stop targeting players inside a raidable base. unloading and reloading the plugin occasionally works, but not usually. no errors in the logs on console. you can literally walk up to the turret and beat it to death. A server reboot always fixes this, but I wanted to see if you had any thoughts about what might cause this? or how to debug it maybe?
  10. here is the config in case your going to ask { "MLRS Settings": { "MLRS Damage Modifier": 1.0, "Allow Damage to Player Built Bases": false, "Allow Damage to Players": false, "Allow Damage to Raidable and Abandoned Bases": true, "Allow Damage to NPCs": true, "MLRS Cooldown time (in minutes)": 10.0, "Total Rockets for MLRS to fire": 12, "Rocket Launch Interval (in seconds)": 1.0, "Requires Aiming Module": true } }
  11. I have the pvp turned off in the config, and even the raid being rocketed is pve, a player (me) can shoot mlrs into a raid base that is not owned by me, that is being raided my another player. it damages the base, but also hurts players inside the base. Is this something you can fix? In my mind the checks would check for pvp enabled, if not, then dont damage players with mlrs, anywhere, even inside a raidable base (with the rb plugin). This also allows damaging a raid that does not belong to me, which is ok i guess, its helping but not when it also kills the people that are doing the raid, in a pve server
  12. PhatBlinkie

    Convoy Reforged

    can you describe how to use betterloot in the configuration? i see "Which loot table should the plugin use? (0 - default, BetterLoot, MagicLoot; 1 - own)": 0, "Own loot table": { "Minimum numbers of items": 2, "Maximum numbers of items": 4, "List of items": [ q. Do i change the 0 to BetterLoot, or put the name of a better loot formatted json there? or something else
  13. PhatBlinkie

    Lights On

    chinese lantern white appears to not work, while the normal red one does. i did the /lights check it didnt turn on, but the red one next to it does maybe new content?
  14. awesome sauce, buying it then
  15. also is there room around the edges for the cargo ship to run?
  16. does it have the driveable magnetic loader at the junk yard?
  17. the maze selector works and the leaderboard, but nothing else, which makes it kinda confusing for players, to use a gui for entrance, then have to type in chat for other things like invitations
  18. so it turns out i had a few issues to deal with. the 0 health walls, were only affected by me being an admin, a normal user could not hurt them. the next issue was the way the true pve mode is set to exclude, this made the walls indestructable yes, but also the traps. users could not hurt the landmines nor the shotty traps. I have worked around that with adding a ruleset, and changing the code not to use the exclude association. next issue was the players could then shoot each other. (rule set issue,) then they could not shoot the npc (rule set problem again.) It might be nice, for people that have issues like this, if the plugins config, asked for a rule set to use, or made its own
  19. how can a player run through, without blowing up walls when there are things like landmines. cant shoot them the floor goes, then if it does not, a wall does. how to make the walls and floors invulnarable, server is pve and uses truePVE
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