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Tage2

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Everything posted by Tage2

  1. It says "fully harmony based" - so will it work if dropped in oxide/plugins or no? Pardon my confusion.
  2. Since the Facepunch update on Thursday last (Aug 3), this and stacksizecontroller are crippling my server. Time on it is 609 seconds (10+ minutes). Can you please update this to the most recent version of Rust? thank you
  3. Tage2

    GridTP

    we're having people get stuck the moment they right-click to teleport, they appear and then can't move or they get kicked by it. Is this plugin going to be updated soon for the latest facepunch updates? We've already fixed the other plugin errors, this is the last thing that's still acting up.
  4. Tage2

    wrong update posted

    Still only downloading 0.33
  5. Tage2

    wrong update posted

    Switched to rival plugin that is working, until the right version can actually be downloaded. Not my first choice, and we'll come back to this one once we can get to the right updated file.
  6. Tage2

    wrong update posted

    cleared browser cache, tried again, same thing
  7. Tage2

    wrong update posted

    Been hitting the button every few minutes, still only giving me .0.33.
  8. Tage2

    wrong update posted

    It is still pulling down the wrong version when I hit download. LootProtect (3).cs
  9. Tage2

    wrong update posted

    1.0.35 pressing download doens't download the right version. It pulls down 1.0.33.
  10. Tage2

    Convoy Reforged

    The bots are spawning in floating in the air a small bit and they're randomly immortal. Can't find anything to change to help with this -- can't run the plugin with immortal bots. Yes, I have npcspawn. Yes, the two plugins are up-to-date.
  11. Tage2

    Carbon

    So if we are already up and running, and we want Carbon, and we add the plugin, what's going to happen? We already have extensive permissions and so forth set up -- will this automatically find and work with those, or will it require re-building all the stuff that already exists (like permission)?
  12. Tage2

    Convoy Reforged

    So I think I've got this, and I appreciate your patience. My misunderstanding, that building damage was part of the 'pvp zone setting to false', was at the core of it. I still don't get why only the bots from npcrespawn can damage buildings but none of the bots generated by BotRespawn can (with the same weapons). We also can't find a setting in npcrespawn that relates to this -- but we're going to change the loadouts in npcrespawn so there are no c4, rockets, or grenades. Hopefully that works. All we want is convoy where it can't damage player buildings and no pvp. It never crossed my mind that it would somehow enable the npc bots specific to it to do damage -- or somehow, that that would occur, even if not intended. I love convoy, it's fantastic, I had a blast with it yesterday morning -- but then it damage to a player base. That's not something we can have. Our server does not have pvp or damage to buildings (pvp to me means both no player-versus-player but also no ability to damage other player's stuff), so this is a problem.
  13. Tage2

    Convoy Reforged

    The only bots that can damage buildings are the ones deployed as part of convoy. If it's drawing from the loadouts for bots that are the same everywhere else in the game, and those bots can't damage buildings, then this is particularly puzzling.
  14. Tage2

    Convoy Reforged

    we have it set to off, yet the convoy can still damage buildings. I did not mean to accuse you of making money on it -- but if it's a requirement for us to use your convoy plugin in a pve setting (and the ability to destroy player bases is very much not pve), that should be stated. We have pvp zone set to false, yet it still destroys buildings. Am I mistaking something here -- does "pvp zone" only refer to players killing other players? It doesn't stop the damage to buildings? I'm starting to piece this together. We did not change any bot loadouts? If the bots have rockets and so forth, I was assuming it was from Convoy -- is it controlled not by convoy, then, but by the NPCspawn plugin that's required? I think I mistook what you meant by pvp zone in the plugin and assumed it meant that it would have no pvp aspects inside the zone if it was set to false -- and I include building damage as a pvp aspect. If that is my misunderstanding, I apologize.
  15. Tage2

    Convoy Reforged

    so what does this section of the convoy plugin actually do: "Event zone": { "Create a PVP zone in the convoy stop zone? (only for those who use the TruePVE plugin)[true/false]": false, "Use the dome? [true/false]": false, "Darkening the dome": 5, "Radius": 70.0 if not turn off the pvp zone? which it isn't turning off?
  16. Tage2

    Convoy Reforged

    and pvemode conflicts with loot defender, it seems to say in the discussions for pvemode. So now we have to dump lootdefender, spend $15 more bucks, just to make Convoy work in a pve setting where it doesn't destroy player bases? This is starting to get irritating.
  17. Tage2

    Convoy Reforged

    So, what is the section in your plugin for, that says TruePVE and lets us set to the zone to false? If we need to drop another $15 to enable pve in the zone? That woulda been nice to know beforehand, but the only dependency listed was the npc respawn one.
  18. Tage2

    Convoy Reforged

    So i Have TruePVE and Convoy. Everything is set to make sure no pvp exists anywhere. Convoy event zone is set to "false". However, we were building a train station last night and the convoy came around and each shot did damage to the player building, literally blasting it into bits. Not sure what to do -- the event zone setting in convoy plugin was set to false. HELP! Much appreciated, convoy is fantastic otherwise.
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