-
Posts
367 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Support
DOWNLOADS EXTRA
Services
Everything posted by Cahnu
-
Please try the newest version 1.1.6 and see if it resolves it for you. Thanks!
- 1 reply
-
- 1
-
-
Changed Status from Pending to Cant Reproduce
-
Hello I have tested with your config and it is starting within 5 minutes. I did notice you have both: "Maximum time between events(minutes):": 5, and "Minimum time between events(minutes):": 5, set to a value of 5. I thought this maybe could cause a problem but it still worked as expected. Typically I do keep this to a range though such as 5-10. Can you confirm that you are not waiting close to the military tunnel when waiting for the event to start? This setting will prevent it starting if so "Skip event if players are already at the Military Tunnel Plant?": true,
-
I responded to your ticket so we can continue this conversation there in trying to figure out what's going on for you but to make sure I'm not leaving you hanging here as well I would double check that there are not players in the zone when it's trying to start start, the "Skip event if players are already at the Military Tunnel Plant?": true, will prevent it from starting if someone is already in the vicinity of it. You can also set that to false and reload the plugin if you'd rather have it off. Typically it's either the minimum player count setting which I see you already have set to one or the player in zone setting that trips people up. I'll double check this weekend that some issue around this hasn't popped up in the most recent updates but this is the first report I've had of this issue. I'll circle back with you in your support ticket as soon as I've had a chance to test it. If you wouldn't mind also providing me your config in that ticket I'd appreciate it. Thanks!
-
I will do some testing around this this weekend and circle back with you. Please if you can also send me your config so I can ensure nothing is set improperly. Thank you!
-
Changed Status from Cant Reproduce to Fixed Changed Fixed In to 1.1.2
-
After further testing with the recently added config setting I believe I have pinpointed this and resolved it. It looks like when the recently added config setting is set to false it was failing to turn off the mining rig and clear output piles. This is why your config settings can be helpful in finding the issue faster. Please test in the latest version and let me know if it resolves it for you.
-
I will do some testing again today to see if I can recreate it since multiple people are having this issue. I'm happy to fix it but I wasn't running into it when I tested it initially.
-
Hello, this plugins uses NPCSpawn for the NPCs and simply passes the config object to the NPCSpawn plugin. I confirmed the code looks to be doing what it should from my side. Which variation of scientist are you trying to spawn? Can you maybe send me a picture? Also was this something that was working prior? Thanks
-
Changed Status from Pending to Cant Reproduce
-
Hello I just ran a quick test on my server and confirmed it is clearing the output piles for me when the event ends on the latest version. Did this just start happening recently? Was it working for you prior? Can you send me your config file? Thanks
-
For this specific heavy event I'm not currently controlling the length. I ran into some difficulties in the past in trying to do with this the cargo ship specifically where as other heavy events do allow for this. Because of this, the ship leaves after a period of time as standard cargo ship normally would. Since I'm not able to control the time currently, I don't have the ability to have a message for how long is remaining. I'll reexplore this in the next version update to see if I can find a way to control this but this is how it currently works for Heavy Cargo.
-
Changed Status from Pending to Not a Bug
-
Hello I know this was requested some time ago but I wanted to let you know I've just implemented this feature where the broadcast message will now include the grid that it crashes in. Please feel free to check it out in the latest version. It also now has a map marker on the heli in air as well as at the crash site.
-
Changed Fixed In from 1.3.4 to 1.4.0
-
I know this one has been pending for a while but I just implemented more safe gaurds for console spam around the OnEntityDeath call. Please let me know if you have any issues on the latest version. Thanks
-
An event marker was one of the highly requested features for this plugin. I've just updated it to include this by default for both the in air heli and the crash site afterwards. I've also made some updates that I hope will resolve the npc spawns sometimes being inside a cliff face. This one is a bit more tough to reproduce & test as a result. Please let me know if you have any trouble with the newest version. Thanks
-
I needed to make another update for the excavator plugin so I went ahead and added a new config option to support your feature request. There is now a config option to exclude the excavator from running as part of the event. It's set to false by default but if you flip it to true and reload the plugin it will leave the excavator as is and just spawn in the npcs, bradleys, & turret. Make sure you let a new config file generate to get this new options. Let me know if you have any trouble with it. Thanks
-
An update was pushed to add some new features to the cargo ship event. The latest version contains these changes. The bottom two points were highly requested. Please everyone let me know if you run into any issues. Thanks! - Added exception guards on onEntityDeath call - Added automatic removal of standard cargo ship - Added config option to disable the cargo ship event from docking
-
I've troubleshot a few of these type of issues with others and every time it has come down to a conflicting plugin. Somtimes with people running unsupported PVE plugins. Please make a support ticket if you are still having issues on the latest version and let me know if you are running PVE and what plugin you use if so and I can try to help. This plugin currently supports TruePVE for pve support.
- 6 comments
