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Everything posted by Cahnu
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The plugin prevents turrets from targeting NPCs by relying on a hook named OnTurretTarget. It returns false if the entity is an npc and it's coming from an event turret. If another plugin is returning a conflicting value when that hook is called, it is most likely causing the issue. Usually it will tell you in the console if conflicting values are being returned. Please let me know if you see anything in the console output around this. Also please test swapping that flag to default and see if the still issue occurs. thanks!
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I haven't tested with that loot plugin so it's most likely something to do with that. Have you tried disabling the loot plugin to test if it works without it? If you are able to do that, then we can confirm where the issue is coming from and see what could be done about making them play nicely together.
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I'm still not able to recreate this issue. I ran the event 15-20 times and the code worked properly from the note drop each time. I did notice since the corpses don't despawn right away you could still have a note from an old event if you are running the events manually back to back. Not sure if that's the issue but just a thought. If you want to reach out on discord I could try to give you a version with some added logging to see if that gives any clue as to what's going wrong. My discord is: Cahnu
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Hello, are you using one of the compatible loot plugins or are you using Rust default loot?
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Ok. I will try again this weekend to recreate it. Please let me know if any other clues or anything else pops up.
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ok I can do some testing this weekend to see if I'm able to recreate. I'll circle back soon.
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Hi, I can do some testing around this soon. I haven't had any other reports of it though which leads me to believe it's more than likely a conflicting plugin. Have you recently added any loot-altering plugins that could be overriding the drop?
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Did you have a chance to test if there was any other plugins that may be conflicting/ changes codes? I still haven't been able to recreate this issue and have no other reports of it =[
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Changed Status from Pending to Can't Reproduce
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Changed Status from Pending to Can't Reproduce
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Hello, I'm going to continue doing more testing but so far I haven't been able to recreate this. I also have no other reports of it currently. The previous screenshot you sent shows the NPCs on top of the terrain but perhaps inside some object? If you could provide some screenshots/examples of objects they are stuck in that would be helpful in trying to pinpoint what may need to be changed here. Also, is there anything custom about your map that could be conflicting? Thanks
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Hello, the POS command is only if you want to customize the spawn position of entities spawned from the event. If you aren't looking to customize anything and just simply run the event for now, all you would need to do is drop the plugin in your oxide/plugins folder. It then will auto-start every 1-2 hours or you can optionally run the /HwtStart to manually start it. Feel free to message me on discord if you are having trouble. It's possible you could have a conflicting plugin that's causing issues. My discord is: cahnu
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Hello, HeliCrashEvent looks at the Minimum and Maximum time config values for time between events. They are labeled as "Minimum time between events(minutes):" & "Maximum time between events(minutes):". By default it's set to 60 and 180 which is between 1 and 2 hours. You can try deleting the config file and reloading the plugin to reset it back to defaults in case there's a problem with your config. Please also try restarting your server if you haven't in some time. There was an issue in the past were a coroutine wasn't being unregistered properly when the plugin was unloaded. As a result, it would actually cause the event to still try to run after the plugin is unloaded. If you reloaded the plugin, it would create a duplicate coroutine which resulted in the event starting more often than it should. Based on you describing it still trying to run after unloading, it sounds like this is what's going on. This is fixed in the current version but does require a server restart to remove the duplicate coroutine that's running.
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Hello, does this happen every time or only sometimes? When the NPC's are not visible, is it inside the actual terrain or some sort of object? That looks like it could be a rock in your screenshot.
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Does it happen every time the event runs or only some of the time? I still haven’t had that happen in my testing.
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Changed Status from Pending to Can't Reproduce
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hello, I haven't been able to recreate this issue myself and don't currently have any other reports of it. Is there any more detail you can provide about how to recreate it? Is there anything in particular you can do to cause it? Also please make sure you don't have any other plugins that might be conflicting. Typically when I have seen power issues in the past it's come down to another plugin that tries to either control power or when turrets are on/off.
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Changed Status from Pending to Not a Bug
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This is more of a request to integrate with Excavator lock. I'm not familiar with how PVE MODE works in detail but I believe it just creates specified PVE Zones. If so, I'm not sure how that helps with excavator lock unless excavator lock is already setup to look at these zones and ignore excavator if it's in a PVE Zone. It also looks like PVE mode is a paid extension. It also looks like it would require a good amount of work to integrate with the PVE Mode. Can you explain how you think PVE Mode would solve this problem? Feel free to reach out to me on discord as well if you'd prefer to talk there. I tend to be able to respond quicker there. My discord is: cahnu
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Hello, currently the Heavy Excavator plugin doesn't integrate with Excavator Lock. Given that the excavator lock plugin looks to rely on a user to start the excavator for that message, it wouldn't work well with Heavy Excavator as the excavator is started by the server for the event and not a player. I'm not familiar with Excavator Lock but in just looking it over, I don't see a great way for them to play nicely w/o modifications to both Excavator Lock and Heavy Excavator. As far as the multiplier, I'm assuming you are referring to resource output? That may be something I add in a future update.
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Changed Status from Pending to Closed
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Hello, in regards to the turrets attacking the heavy npcs. You are referring to when a player starts hacking the crate which triggers the chinook with heavies onboard to fly in? Do the turrets attack the heavy npcs every time? I haven't had any other reports of this issue and I haven't been able to recreate it myself so I may need to get some more details from you around this. As for the chinook blowing up the bradley, that is possible with the default spawn location. However, you can customize the spawn location of the bradley through the config if you'd rather that not be possible.