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saintmichel13

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Everything posted by saintmichel13

  1. saintmichel13

    error

    i think it caused a large lag on my server and kicked everyone out lol. i'll disable this for now.
  2. saintmichel13

    error

    Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "assets/content/vehicles/minicopter/minicopter.entity.prefab/assets/prefabs/deployable/signs/sign.small.wood.prefab", Mesh asset path "" Mesh name "sign.wood.1x05.collision" Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "assets/content/vehicles/minicopter/minicopter.entity.prefab/assets/prefabs/deployable/signs/sign.small.wood.prefab/sign.wood.2x1_LOD0", Mesh asset path "" Mesh name "sign.wood.1x05.collision"
  3. saintmichel13

    manual spawn

    is there a way to manual spawn a bradley tier plus lock on spawner? for server rewards purposes thanks
  4. saintmichel13

    auto turret

    thank you. or maybe if any other part of the turret (or building?) is within the zone, it should be raidable/destructable similar to the pvp delay for players either way works
  5. saintmichel13

    auto turret

    i have a favor to ask. I'm not sure if others have asked this before. Some players create turrets where the main body is outside the PVP zone but the guns are inside the PVP zone so the players get killed. This makes countering hard. instead of disabling player auto turrets entirely, making well defended raid bases is a good practice. BUT allowing other players to destory the turrets should be possible. any thoughts on this? is there a flag we can add to the plugin thanks!
  6. do you think this is related? (its 1.1.5)
  7. saintmichel13

    friendly fire

    might be good to have a separate flag to include pvp vs raid damage. but willing to wait thanks a lot!
  8. saintmichel13

    friendly fire

    hello any update on this? thank you
  9. i had to roll back to 113 same issue
  10. players said it started after the update, coincidentally we did a raidable update also
  11. hi, some players reported that the turrets are shooting thru walls. still going to check but wanted to post here in case others are experiencing
  12. how the hell did i end up here. haha sorry and thanks i'll test this out
  13. but wont the location not transfer to the next map? i was hoping i can do something like it only always spawn on this monuument or this biome
  14. can someone share making a boss bot on one location? having a hard time designing it.. i'm imagining like minions plus a boss one
  15. saintmichel13

    friendly fire

    anyway to allow friendly fire to clan / team mates? the idea is someimtes friends sleep in wierd places. allowing killing will give them option to get rid of their friends and hide the loot thanks
  16. saintmichel13

    despawning bbases

    "Do Not Destroy Player Built Deployables": true, "Do Not Destroy Player Built Structures": true, this is the config and it was never historically changed
  17. saintmichel13

    despawning bbases

    thank you i'll check
  18. saintmichel13

    despawning bbases

    can you tell me if this is expected behavior and how to disable it? sometimes players build a "raid base" near or within the pvp zone of an npc base. when the base despawns the player-made raid base also disappears. before this did not happen, but the recent versions this happened. thanks!
  19. its ok i'll wait for the update. mostly the admins that are impacted for my server
  20. o.grant group admin abandonedbases.convert.free Permission 'abandonedbases.convert.free' doesn't exist
  21. nivex has done great and the plugin is worth the cost.
  22. just to share with you i reverted to ver 211 and all trap damages have started to work again. i'll move back once you've released thank you.
  23. saintmichel13

    special npcs

    i'll try this out thank you! BTW, i think it would be great for you to make like a package of configuration similar to npcraidable bases you can make it paid to help on your projects. it will also help illustrate how far your plugin can go interms of use cases
  24. saintmichel13

    special npcs

    thank you i'll try this out. for the same location settings -- i tried and it created a custom xyz tagging. is that okey? would it be possible to just specify a monument (so monument NPC) so i dont need to reconfigure per wipe? thanks!
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