Jump to content

fuscazo

Member
  • Posts

    88
  • Joined

  • Last visited

Everything posted by fuscazo

  1. fuscazo

    scientists

    mm. i will turn off markers for buyable for now. people like more griefing those who bought a RB than raiding a base xD they wait outside until they come outside the sphere with the loot to attack them. i rather have them thinking is an actual normal player raid than a RB one. player are evil. buyer gets the chat message anyway, so if he's not dumb he will know where his base is, and he can put his own marker. RB marking purchased bases only for the buyer would be the most convenient option tho ) but this will do for now. ty
  2. fuscazo

    scientists

    does everyone else see the raid marker on the map from a purchased RB apart from the buyer? if so, is it possible to make it only seen by the buyer? ty
  3. fuscazo

    some things

    none of those options changes plane speed, sir. those options change the height at which the parachute of the box is deployed and the speed at which the box falls. the plane's speed is always default regardless of what you do with those options you keep quoting. i don't know if it's the language barrier or what, but this is obviously leading nowhere. thanks, i guess.
  4. fuscazo

    some things

    can you explain a bit more when does the parachute stop being visual? or you can only see it with "Enabled?" turned false? i don't see how it affects plane speed. the first parameter seems to affect the speed at which the box drops, and the second one at what height the box starts slowing down with the parachuge. as far as i know, plane goes always at the same speed. i've tested changin both parameter and haven't seen any variation in plane speed at all.
  5. fuscazo

    some things

    1) my drops don't have visual parachutes, it's just the box. you can see it slow down as the parachute is "deployed", but you can't see it, so it looks weird. Desktop 2024.07.10 - 11.15.38.04.mp4 2) as a suggestion, i really would like to also have the option to set the plane speed for each type of supply if possible. i have some supplies sold by roaming vendors on the road. and would like for example the heal supply to come faster. don't know if it's possible. I know you can accelerate planes with other plugins, but the key is to have different speeds depending on the drop. maybe some drops like medical are more urgent. can be bought from a group of players that are in combat from a roaming vendor (if they are lucky and he's around) and get medical help quickly. other drops, more op, like heavy weaponry, could go at normal drop speed or slower. i'd really like to see this ). and of course i want default supply drops from the game to go at default speeds. Apart from this, love the plugin, very versatile.
  6. fuscazo

    Genie

    I love this type of easy but super fun plugins. When well tuned and balance, it adds an extra layer of excitement and quick satisfaction when found. My recommendation is to set the drop rate kind of low, like 1-2%, so players don't get them like very frequently, but still notice them and get 1 or 2 every playing session. As i said, simplicity sometimes is best. I'm loving it. Inspired by Slug's customization i made my own, since the Genie theme is not really my thing. the customization process is not intuitive, and requires you to edit the .CS file and know what you're reading, so for the user with no coding experience customization can be a pain, specially for the colors (the background image can be easily changed in the config). The dev is working on adding all this color settings to the config file, so as soon as he does that, customization will be super easy for everybody. VERY RECOMMENDED
  7. fuscazo

    scientists

    i have some more questions. i feel embarrassed asking so much. 1) what does this mean? that players cant steal a base from the player who bought it? "Prevent Players From Hogging Purchased Raids" and this xD "Prevent Players From Hogging Raids": true, 2) and this? is it that when base is inactive for X time, then it removes the ownership from the attacker player and everyone can loot? "Assign Lockout When Lock Treasure Max Inactive Time Expires": false, some of this expressions are hard to understand for some non-english natives xD my bad 3) after buying 1 raid if i try to buy another i get: "you cannot buy multiple raids" where does it come from? i have "Prevent Players From Buying Until Previous Raid Despawns": false, and i have: "Max Amount Purchasable Per Difficulty (0 = infinite, -1 = disabled)": { "Easy": 0, "Medium": 0, "Hard": 0, "Expert": 0, "Nightmare": -1 }, again, sorry for so mucho bothering you
  8. fuscazo

    scientists

    oh so probably i should set to 1 in a solo server, 2 in a duo etc... right? yeah, the object thing is nice. i think it's done by just using a usable item (flare, supply drop, xmas.present.....) and then using a custom SkinID. and so the plugin detects the item i guess. you probably already know. but, yeah, is nice. i will change the command in the config meanwhile )))
  9. fuscazo

    scientists

    now that's i've finished playing around with the maintained events... i've made a shop to sell raidable bases at Outpost and Bandit Camp. https://gyazo.com/6328d4278677d0f56468ee19f7fc662d but i'm running into an issue. is there any way to avoid players from buying raids using COMMANDS/UI? i want them to buy them only from the vendor, but if i use "Use Permission (raidablebases.buyraid)": true, then i can't give them the raid through the vendor either, since the vendor uses the console command "buyraid diff playerid". another cool solution would be to itemize the raidable bases to sell them as items, so they buy it from a vendor or vending machine, and use it at their home, so it spawns close to the ir home. i dont' want players to use the UI, i want them to physically go to outpost or bandit camp to buy raids from an NPC. but then all raids would be close to these safe zones sin everyone buys them there. NPC Random Raids from Razor does this. you can use commands and triggers, but you can also make this colored Flares which you then use at home to call a raid on your base. Concept could be similar, but spawning the buyable base when using the object. https://gyazo.com/88310aaa03c208ca60fc9145b3acb78f --------------------------------- oh, and also, this option: "Max Amount Of Players Allowed To Enter Each Difficulty (0 = infinite, -1 = none) (infinite)" what does it mean exactly? enter like the sphere? buy raids? if it's set to 1, only 1 player can raid an easy base in the whole map? so other player has to wait for that player to finish his easy raid? i don't really know what it means.
  10. fuscazo

    scientists

    ohhh my bad, i was looking for it in the profiles. stupid me. tyty )
  11. fuscazo

    scientists

    this version was a huge update, thanks! btw, is there any way to make NPCs to shoot other NPCs? the thing is, i have the Zombie Hordes plugin from K1llyou, and the zombies attack NPCs too. And it's so cool, because scientists from the junkpiles shoot at the zombies, and the zombies fight the scientist, and the scientist dies and becomes a zombie. it's so cool. and i've noticed that zombies also attack and kill RB's NPCs, so it would be cool if they also shot back at the zombies. like an option like: "Murderers and Scientists attack other NPCs": true, idk, just an idea, but it would be so cool and would make it more integrated in the server. i know other servers just want RB to be like a product players buy. but i like it to be as integrated and natural as possible. just a suggestion of course, i know you're busy!
  12. by the way, what are these "preset" options? do i need other addons to make them work? i tried the codelock thinking the car would spawn with a codelock or something, but it didnt.
  13. after deleting all files like that and uploading them again it worked somehow. my assumption is that Filezilla did not upload any of the files. There's no other explanation i can think of. another thing i did different now, which i dont think i has anything to do, i dont know, is that the first time i uploaded the plugins, then loaded them so they created all default stuff, then i overwrote the files from the files from my server and reloaded, This time i copied everytthing and loaded directly with my configs/datas. thats the only difference. idk. i guess it works now. https://gyazo.com/9add2817667b8ae96e5aaffb84635694
  14. fuscazo

    colors in the config

    Cool. For me it wasn't that big of a deal this second time, because i already went through editing the .CS the first time, so now i just used the compare tool to compare the old edited one with this new one. so it was way faster. but the first time was an odyssey trial and error.. It will be specially good for potential new users once they see how much you can configure it and customize it to their own fantasy. you can even upload pictures to the description of the customizations other users have done, so potential customers can see all different things that can be done. For example, the plugin Welcome Panel by David, if you scroll down in the description you will see a "showcase" section, with images of customizations made by users. i think that's a good selling point for potential customers, being able to see the posibilities. https://gyazo.com/a94b83ad13ad5d1a52d8bbe18ff2146b The plugin is so much fun. So simple but so much fun at the same time.
  15. sorry for late answer, it was 5am in my country when i wrote las message. these are all the files, downloaded right now from my server (EDIT: forgot to remove the Kits from the NPCs, just remove them manually) TalkingNpc_files.zip i just deleted all files and will try to move them again. i didnt touch the SpawnModularCar files since there's nothing changed there right? So this is what i deleted. https://gyazo.com/a94ed67bb2d1e395e7dba45df00f78bb
  16. yea, i reloaded the plugins a hundred times. the 3 plugins, TalkingNpc, TalkingNpcVehicles and SpawnModularCar are loaded. As I said, it all works perfectly. I go through all the dialogues with the NPC, and finish the transaction. The scrap fee for the purchase is even taking from me. It's just that the vehicles don't spawn. If there was a debug mode or something maybe i could figure out how... i don't get it. should i've copied and loaded in a specific order? it makes no sense to me. so confused right now. the plugin obviously works by the way, it works perfectly in my local PC. so idk wtf happened moving it to my live server....
  17. i've also "teleportany 3module_car_spawned" to see if i ended in a spawned car somewhere, but no, there were all damaged random vehicles. unless they're spawning under the map, but in that case they would leave a message in the console, right? and there's none. i dont know... is there anything that can't be copied, so it has to be done manually through the plugin. like copying would make it not work? because i think i've copied all files, and reloaded, etc.. is there any command for debugging maybe?
  18. sorry for the delay in the answer, was trying to be as graphic as possible. i've attatched some files. i didnt make screenshot of LANG/EN files, but i also copied. i even copied over default conversation files because i didnt understand what was happening, so just in case.... xD i really don't know what's going on. as i said, it's working everything. i go through the whole conversation with the NPC. it sells me the car. it takes the scrap fee. but the car is not there. i've opened the files from the server, to see if they were empty or changed... i don't see anything different... i even disabled vanish and godmode paranoid it could be it. like i really dont know why. i even checked my relative position in the monument with MonumentFinder, just to see if was different, but obviously not, was the same. live server.mp4 test server.mp4
  19. hi, i did the whole config of the plugin (TalkingNpc, TalkingNpcVehicles, SpawnModularCar) in my local test server. When i got everything working, i installed the 3 plugins in my hosting server. Then i loaded the plugins, so they would generate their default config files and such. Then I moved everything related to those plugins from my test server to the hosting. Everything in the Plugin folder, the Config folder, and the Data folder. Everything loaded correctly. The NPCs are there, they are wearing the correct Kits, the dialogs are correct... they even take my scrap when i buy a car. BUT THE CAR IS NOT THERE xD i don't know if the cars are not spawning, of if they are spawning somewhere else.... but not where they should. any idea of what might be causing this? as i said i copied all those files, and everything is working except the spawn of the car themselves. thx for your help
  20. fuscazo

    server command

    no problem, when you can ) the sooner the better, but no hurry!
  21. fuscazo

    server command

    hey bro, can you make a server command to give maps to players, so it can be used with plugins that trigger commands?
  22. fuscazo

    colors in the config

    is it possible to put the colors of the different texts and panels in the config please? it's disheartening having to edit the CS file when there's an update... it takes so so long to figure out what is what and where it is. just those things that are in brown here basically. the title panels, the different texts, the back-next arrow panel... would really love to see this. looks like something very easy and quick to implement, and the ease of customization would surely be an incentive for people to buy it. like there's no point in being able to change the background image if you're gonna have texts and panels that don't match it. they might even have bad visibility depending on the background. it really was a pain going from this: https://gyazo.com/68e4969b35a74eecd777d92f49b4c24d to this: https://gyazo.com/79a069d997ed972e9c6d9e45dca208f4 having to go through it again makes me wanna cry anyway, thanks for your attention )
  23. fuscazo

    scientists

    done ) ty for your help
  24. fuscazo

    scientists

    wait, raidable bases as a teleport feature like gridtp? lmao, ok didnt know this. ok thats what was happening with GridTP. about the empty bases... idk, everything seems normal in the server. could it be idk, that maybe the server restarted abruptly so plugins did not unload, and so rb could not destroy these bases, so when the server restarted the bases were just there but werent considered active raidable bases anymore? the thing is that the /rbe kill_cleanup actually worked with these bases, so the plugin still recognizes them as rb bases? idk. shouldnt then it be able to detect they are not longer in use and just remove them?
  25. fuscazo

    /nomap

    apparently RaidableBases has the same TP feature (who would've thought, like... why??? xD) so that's that. as you said, there was another plugin with a rightclick tp ) ty for your help!
1.7m

Downloads

Total number of downloads.

7.9k

Customers

Total customers served.

119.1k

Files Sold

Total number of files sold.

2.4m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.