aimacak
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Everything posted by aimacak
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Hello, your problem is probably related to what was fixed in GasStationEvent 1.3.3, do you still have this problem? In such cases, it is advisable to attach at least a screenshot, because it will save both your and our time, thank you
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Hello, new animals, including the updated wolf, will be added 100%, but I can't figure out the timing.
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Hello, try to make some changes to the FerryTerminalEvent.cs plugin itself (oxide/plugins), and tell me if this helped solve the problem? add this code between '#endregion NTeleportation' and '#region Economy' #region BotReSpawn private object OnBotReSpawnNPCTarget(ScientistNPC npc, BasePlayer player) { if (Controller == null) return null; if (Controller.BrainAnimations.Any(x => x.Entity == player)) return true; if (Controller.Hostages.Contains(player)) return true; if (Controller.HostagesEvacuations.Any(x => x.Hostage == player)) return true; return null; } #endregion BotReSpawn
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Hello, check if you have the CH47 file in the oxide/data/BetterNpc/Events directory, if not, download BetterNpc and transfer the data folder to the server WITHOUT REPLACING FILES so that your settings are saved, do not forget to make a backup just in case.
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Hello, I'm just the opposite, I can guarantee that the animals will stand, I don't want to say anything bad about this plugin, but I would refuse it. But if you do not want to abandon your plugin, then changes must be made in your plugin anyway, any changes to the event will not work. From myself, I can say that Ferry Terminal is very well received in the game, but I rarely like something and I won't get anything from your purchase, just an opinion that wasn't asked
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Hello, how often does this happen? can you provide detailed server logs from the file from the moment when this happens? You can also provide a configuration file.
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Hello, do you use Oxide or Carbon? I need a log file during this situation, please send it if this situation happens again. I have not been able to repeat anything of what you have listed.
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Hello, support has been added in DefendableBases 1.2.8
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Hello, thank you, I passed it on to the developer, I think there will be a fix in the next update.
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Kills counting as PVP in PlayerRanks plugin
aimacak replied to aRandumDude's Support Report in Support
Hello, is this happening only in this plugin? Could you check which NPCs are counted in the statistics after the murder? I've been collecting information, most likely it's about PlayerRanks, I've written to the developer of this plugin, I hope he reacts positively. -
Hello, please provide the DefendableBases configuration file and the data folder for testing.
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Hello, I don't quite understand how your communication ended, can you tell me if you currently have any problems related to this plugin?
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Hello, do you still have this problem?
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Hello, provide the data folder for testing, you can here, you can in PM.
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@Mike6FO Hello, fixed in BossMonster 2.1.4, right?
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Hello, do you still have this problem? Can you provide the data folder and configuration file NpcSpawn, and tell the name of the Boss where this problem is present?
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Hello, has it been fixed yet?
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@Kreavles Hello again, you can use PveMode, it will partially or completely solve your problem. I have specified two parameters below, the first from the BossMonster configuration, you need to enable PveMode operation mode, the second from the PveMode configuration, you can specify a time equal to the Bosses' lifetime there, this parameter is responsible for how long the NPC, in this case the Boss, should NOT take damage so that the damage statistics are reset. I'll also clarify that this time will work for all NpcSpawn NPCs (all NpcSpawn plugins that use NpcSpawn), but I don't think it's critical because NPCs don't live long I will also clarify that at the moment, even if you are with someone in a team, the damage is calculated individually, perhaps later a total calculation of the damage caused by the members of the same team will be implemented upon the death of the Boss. "Use the PVE mode of the plugin? (only for users PveMode plugin)": true, "The time to clear the information of the players' damage to NPC after NPC has take the last damage [sec.]": 180.0,
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Hello, I have conveyed your wishes to the developer, there is no additional information yet.
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Hello, I have conveyed your wishes to the developer, there is no additional information yet.
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Could you provide your files for testing? files configurations: NpcSpawn, BossMonster data files: either the entire data folder, or the folders that are in it: NpcSpawn, BossMonster You can send them to PM if you don't want everyone to have access to them.
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@Bear Grills Hello, I have attached a description of the BossMonster plugin, it contains information about what an ID is and how to get it yourself for custom maps, sometimes they are provided somewhere when buying a map, but you can always use this example to calculate them yourself using plug-ins that show information about entities, for example, EntityOwner from umod by command /prod when you look at the entity. I have also attached an Example file slightly modified according to this description, which is located in the BossMonster archive at the path data/BossMonster/CustomMap/Example.json, I also added the syntax of coordinates to it, global coordinates, to get the coordinates you need in the game, stand at the place where you want the boss to appear and write `printpos` in the console. Also, do not forget to check that the names of the Bosses correspond to the data files (presets) in the folder data/BossMonster/Bosses. All files for custom maps are stored in the folder oxide/data/BossMonster/CustomMap. You don't have to delete files from there, the plugin will understand by itself which map is currently installed on the server and will download only the necessary file if there is one in this folder. The plugin will tell you about this process in the console during the plugin loading. It will write in the console what file works on the current map, and what ones don’t work If you want to create a custom place for the boss to appear on your custom map or on a map that is not in this list, you have to create the ID of this custom map. After that you need to place an item such as a RAND Switch on your map. It must be placed randomly, where it will not be visible to other players. You will get the identifier, if you add up the three coordinates of the position of this object from RustEdit (x, y and z) and write the resulting value in the parameter of your file (an example file can be taken from ready-made files) - ID As an example, let's take the coordinates (26.896, -456.158, 527.258), then our identifier is 26.896 - 456.158 + 527.258 = 97.996 Then you need to indicate a list of bosses that will appear on your map. You need to copy the configuration data block for each boss. In the database parameters you will specify the name of the boss and a list of positions where it can appear Example.json