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Everything posted by BB1984
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Since there are other plugins with that feature (but also with other flaws), it does seem to be the main missing feature of this one. In case it helps, if the idea is just to force players back on periodically to keep protection active (and there is at least some cost), you could set "Max Protection time (hours)" to something like 48 or 72 hours to limit the max amount of protection time able to be purchased. Not sure that's close enough to what you're looking for, but it works for me. But I agree, being able to reduce protection after a specified amount of time, especially for a zero-cost configuration where currently it protects for infinity would make this plugin nearly perfect.
- 299 comments
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- #protection
- #base
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Following up, looks like any time the Safe Zone option is enabled, all online AND offline players need to be in a safe zone. If I remove the sleeper's FindMonument check in the 2nd part of InOrSleepingInSafeZone, I get the behavior I'm looking for. Since InOrSleepingInSafeZone only seems to be used in CmdFlagPvp in the "Requires Safe Zone" section, I'm not sure if that's intended behavior? Even if we wanted sleepers to log out in a safe zone to make this work, wouldn't they be killed after 20 minutes anyway? To recap, when team sync is enabled, I'm hoping to have the safe zone requirement only apply to online players. I can open a support request if that would be better at this point.
- 311 comments
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Yeah, that's what I was seeing, at least with the safe zone option on. The team leader gets the "all members must be in a safe zone" message and can't change the mode. If it should be working, I'll do some more testing and see if I missed something. And to be clear, this is changing the mode for an existing team with /flag, not an initial team sync when a player joins. Haven't specifically tested that part -- it may handle offline players just fine.
- 311 comments
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Is it possible to have some combination of settings where a team leader is able to change the mode of all players on a team, whether online or offline, while SyncModeWithTeamMembers, RequiresSafeZone, RequiresNoHostile, and RequiresTeamLeader are all true? Looking to at least have the team leader be in a safe zone and able to change the entire team, but if all online members also have to be in the safe zone, that's fine too. It's the offline members that currently seem to throw a wrench into things.
- 311 comments
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- 299 comments
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- #protection
- #base
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- 202 comments
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- #stacks
- #rust stacks
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I ended up going back to 2.3.9 for now, but I did notice with 2.5.2 that some of the items that refuse to stack will stack if dropped on the ground. After you pick up the new stack, you can then put it in boxes and backpacks and it behaves properly. Not a solution but maybe a workaround that can be mentioned to your players.
- 202 comments
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- #stacks
- #rust stacks
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I did have a server restart shortly afterwards and didn't hear about any issues until after that, but that doesn't mean much. I'll see if I can reproduce it on my test server later, but I wouldn't be surprised if it was just certain stacks that had been messed with between the plugin upgrade and the restart. Thanks for the suggestion.
- 202 comments
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- #stacks
- #rust stacks
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I haven't noticed an issue with pumpkins yet, but after installing 2.5.2, I'm seeing something similar with attire, weapons, and attachments (so far). Most items stack normally, then there will be a single item or a small stack that will not combine with the other stack. Items are identical as far as skins or new condition, if applicable, but some apparently hidden attribute is preventing them from combining in one stack. Putting the stacks into a box or a backpack will allow a few more of the stacks to be combined, but not most. I may need to roll back to a previous version to test the problematic stacks.
- 202 comments
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- #stacks
- #rust stacks
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- 449 comments
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- #statistics
- #leaderboard
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Yeah, almost identical experience for me. This plugin has always been a big hit to performance but got worse sometime before the Rust water update, which then hurt performance even more. I still ran it on some maps for a while afterwards but that huge fps hit to single digits after some random amount of time made it unusable. Unfortunate -- it was a neat idea for a plugin and fun when it worked.
- 194 comments
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- #boat
- #facepunch
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I like the idea of the new "Founder Limit" option to limit the number of protected TCs, but currently it's difficult to manage. Could you add the ability for players to choose which TC(s) are protected through some mechanism like the Pause button or something similar? With the limit set to 1, for example, players have been losing track of which TC was the first and not being able to protect a different TC as a result. A method to set (and clear) a specific TC as counting against the limit would be great. Even just a command for a player to clear protection on all owned TCs so that the next one placed would be protected would help.
- 299 comments
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- #protection
- #base
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- 299 comments
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Calibre has a lot of potential. There aren't many choices for a custom map at this size, but this one has good terrain variety, plenty of roads and rails, several custom monuments -- enough to keep players busy for a while on a lower-pop server. However, there are currently a few terrain and collider issues, some minor like a road overlapping rails and blocking trains; others that can trap your players or cause them to fall through terrain and get kicked. Since players typically don't like losing their stuff, I can't really recommend the v1.0.1 version. Once these bugs are fixed, though, it should be a great map. ***EDIT: Most bugs are fixed in v1.0.2 and the map is turning out to be as great as we hoped it would be!
