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Everything posted by CoreSnap
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- 1,290 comments
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- 1
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- #leveling
- #progression
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I inquired about this awhile back and never heard anything, but is there a plan of adding in the ability to recycle custom items, ie. Bag of Holding bags, or even keycards and/or any other items managed by RecycleManager? This is pretty much what keeps me from using it as much as a normal recycler on my server. Just inquiring. Thanks!
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Hello, just checking in to see if you've been able to find anything on this. Thanks!
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Hello, Really enjoy how smooth this is over the original Radar. Just a couple quick questions: 1. Are you planning on adding in additional categories of entities you're able to look at? Or is the plan to just make it so it's players, tcs and satchels? I know your primary goal is to have this be as stripped-down and performant as possible. 2. Is there a way to change the default from 1sec 250m? Are there any plans to possibly make it so the last setting chosen is baked into the plugin? Just gets a little annoying having to retype the rate and distance when activating every time. I do have this key-bound for ease of use, but just wanted to inquire. Thanks!
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- 86 comments
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And to add, I've reset my controls to default to ensure no custom binds were affecting it at all, and still nothing. I reloaded the plugin from scratch with fresh config file and this still didn't work. I have used the in-game UI to add the 'Middle Mouse Click' setting, as well as modifying the config file manually (I know this shouldn't matter) and still nothing. Let me know if you would like me to try anything specific and I'd be happy to do so. Thank you!
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I guess kind of in line with this, is there functionality built-in that allows for adding permissions based on specific values? Like, can I make a permission that allows for the m2 to do 2x damage, and another that grants 4x damage? And/or can you add the same weapon twice with different values with said permission functionality? Or is that not something that is available? Jw. That would be the only thing keeping me from this, but really love the idea and the UI that's provided. Thank you!
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I do, and stated that in my opening response... "Turning 'middle mouse click' on worked perfectly in the past, but no longer does." This does not work.
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Hello, Is there a way to add Toggle commands as a button? Or can a button only handle a singular command at once? ie. ~graphics.hud true;graphics.hud false or ~audio.master 0.05;audio.master .7 This would be an amazing addition if possible, and not currently present. Let me know if you have any questions. Thank you!
- 99 comments
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- #panel
- #infopanel
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Hello, I just redownloaded this after taking a break from it since it didn't suit my needs. I've been playing with it for about an hour now and have run thru every setting I can think of... cycling thru using middle mouse doesn't work at all. Is this a known issue? Am I doing something wrong? Are there settings that combat one another when trying to accomplish this? Turning 'middle mouse click' on worked perfectly in the past, but no longer does. Let me know if you have any questions or if I need to change something else. Thanks!
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Hello, Would it be possible to implement the ability to utilize this for newly-joined users? For instance, users that have never joined, and then the temp permission is activated when they do join? Or can it only be done by active users? I've looked at how you can set variables, but it's not clear to me on how to configure it for this use case, if even possible. Thank you!
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Hello, Receiving this error: Failed compiling 'CustomPortals.cs': 1. 'PlayerInventory' does not contain a definition for 'AllItemsNoAlloc' and no accessible extension method 'AllItemsNoAlloc' accepting a first argument of type 'PlayerInventory' could be found (are you missing a using directive or an assembly reference?) [CS1061] (CustomPortals 50 line 481)plgs, 8/13 mdls, 4 exts Can you please advise on how to fix this? Thanks!
- 129 comments
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This is in the config file: "Awareness settings": { "How often should awareness update?": 0.5, "Show corpse locations?": true, "Show bag locations?": true, "Show dropped item locations?": true, "Show animal locations?": true, "Show Human Npc locations?": true HumanNPC is last option. Set to false and you're good to go! 🙂
- 1,290 comments
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- #leveling
- #progression
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I get that it's probably a common response. My retort would be that players aren't going to hop onto a server just for this plugin, in which they'll get a start going, get their base up and running, get it solidified and figure out they can run events like Brad Drops, Heli Signals, and DHomes, finding only one of which checks their base on whether or not it's in a suitable location (and/or has the option to even modify this). Many players I know won't wanna just go setup a whole new base and HQ the hell out of it to run a Hard-level Flare event for this. I know this is likely case-by-case in regards to preference, but plugins are obviously meant to act as a suitable modification for 90% of the player base during their play time. I understand that as a dev, you're giving the instruction of 'inform your players how this works', but when, as an admin of a server, you can barely get it to work makes it seem extremely unviable to host the plugin reliably and put effort into it from a user standpoint. No real need to expand upon this, and I will seek out any other answers to my questions in that discord (happens I'm already part of it...didn't even know!). Would definitely like to learn what sets this plugin apart from others similar to it and why foundation checks are so touchy. Again, appreciate the open correspondence on this and other topics we've discussed thru this platform! 🙂
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Hello, To their point, I stopped using this plugin all together as it has never been worthwhile to implement, let alone make it so the everyday-pve'er can just plug and play the event. I've built bases on every terrain imaginable and this plugin is WILDLY inconsistent on what it deems to be a 'suitable foundation' in order to run the event. I've pasted bases in and it ran fine, pasted the same base 10' over and it didn't work; built same base from scratch in spot that the pasted base didn't work and the event ran; built a 2x2 on the most flat piece of land you can find with nothing around and 3/4 of the foundations would be good. I've done the same on hilly mountainous terrain with like 4x4/5x5 and every foundation checked out as good and the event ran with no issue. It's because of this that they're stating that it's very difficult to get examples and that a foundation check bypass functionality should be implemented. Obviously we're not the dev and don't understand EXACTLY what this would entail, but we're simply opening up that communication. If we can barely figure out what makes this plugin tick, that shouldn't then be put onto the player of the server to do. They should just be able to toss a flare and all should be good. Thank you for the continued support on this discussion. It's greatly appreciated.
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If I understand this correctly, are you proposing the option to essentially 'downgrade' their furnace? Or are you only hoping to implement the option for a refund of their entire upgrade? I'm looking for a downgrade option, but didn't wanna open a new ticket if this is what you're looking for and the dev is already working on it. Thanks!
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Hello, I'm starting from scratch on this plugin and putting everything in myself. It all works perfectly, but I was wondering if there's a built-in function that I'm not finding or if it's not there, being the ability to copy/paste 'filters' for containers, ie. Lockers, how there are several types but I want the same stuff in each locker. Would this have to be done manually? Or does this exist within the UI and I'm just not finding / understanding it? Thank you!
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this is the list I currently have constructed: "Black list if all allowed else this is white list.": [ "assets/prefabs/misc/halloween/coffin/coffinstorage.prefab", "assets/prefabs/deployable/woodenbox/woodbox_deployed.prefab", "assets/prefabs/deployable/vendingmachine/vendingmachine.deployed.prefab", "assets/prefabs/deployable/large wood storage/box.wooden.large.prefab", "assets/prefabs/deployable/fridge/fridge.deployed.prefab", "assets/prefabs/deployable/tool cupboard/cupboard.tool.deployed.prefab", "assets/prefabs/deployable/tool cupboard/retro/cupboard.tool.retro.deployed.prefab", "assets/prefabs/misc/item drop/item_drop_backpack.prefab", "assets/prefabs/npc/m2bradley/bradley_crate.prefab", "assets/prefabs/misc/decor_dlc/storagebarrel/storage_barrel_b.prefab", "assets/prefabs/misc/decor_dlc/storagebarrel/storage_barrel_c.prefab" ] } Works perfectly for all of the primary storage containers. 😄
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OK, that was it! I was just using "explosive.satchel"............. It's 'explosive.satched.DEPLOYED'..... lol didn't know about the spawned action of the explosion effect itself is what mattered. Awesome, thank you for that insight! Edit (side note) -- is there a reason that beancans and grenades don't work? Does the explosion effect technically have to be linked to the entity 'sticking' to or exploding on the surface of the node? Or am I still doing something wrong? Thank you!
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is there a reason that satchels don't work? I've used the config from above, adding it in myself, multiple iterations of all the different satchel item and prefab names... nothing works. It'll still destroy the node, but will not award me any resources. I'm on carbon if that helps. Everything else with this plugin works perfectly except the ability to add additional explosives. I was able to add in HV rockets (using rocket_hv, not ammo.rocket.hv, btw) and those worked. Thanks for the support! Edit - also adjusted the explosives criteria within the cs file, loaded just fine with no errors and still didn't work.