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fuscazo

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Everything posted by fuscazo

  1. fuscazo

    /nomap

    unloading RaidableBases fixed the GridTP thing. but i don't understand it. none of both plugins was updated recently. everything works fine on my local server, and the hosted server has the exact same plugins with the exact same configs, datafiles, perms... in fact i implement everything on my local before moving it to the hosted, so they're pretty much a copy as far as plugins is concerned.... i'm pretty lost on this one.
  2. fuscazo

    scientists

    i did more testings, because at the same time that this started happening yesterday, GridTP also started doing weird things. it has a command called /nomap that toggles being able to TP by right clicking on the map. this command was showing the chat message, but wasnt working. well, i unloaded RaidableBases and the GridTP command started working again. so idk whats going on to be honest, but again, this doesnt happen in my local server. i'm pretty lost on this one. i'm talking to the host at the same time trying to figure this out.
  3. fuscazo

    /nomap

    i think it might be something about the server, because in my local server it works fine.. and i've the same exact plugins, configs, data files, permissions.... in both
  4. fuscazo

    scientists

    mmm.... i think i should've noticed before if it was a library thing. until yesterday i never saw this problem, and yesterday instantly saw it, and just flying around for like 3 minutes y easily spotted like 5 or 6 of these bases. so it was pretty noticeable. do you think this issue would reflect in the server logs somehow? maybe there's something i could search for? the only plugins i installed this last 2 days i think they are: 1 - NPC Taxi from ChaosCode. 2 - MonumentAddons along with MonumentFinder, Telekinesis and EntityScaleManager. So i don't know if they could interfere in anyway, and don't really know how to check it since i don't know what triggers this "empty bases". i've sent a msg to my server host to check if the library thing, but if didn't happen until 1 or 2 days ago, i don't think it's going to be that. i see more the plugin interference as a probable cause then, i just don't see what those plugins could do to interfere. damn, this is driving me crazy. another remote possibility is that yesterday, i had my server host to install an extension required for NPC Taxi, but by coincidence, hours later after they installed that library, K1llyou updated the plugin and made the extension obsolete, so i asked them to remove it again. maybe they fucked something up https://gyazo.com/383ee2749e54f97bc8729d98f1cee706 it looks like a server problem though, because i'm checking, and the problem doesn't seem to reproduce in my local test server in my computer, and both the hosted server and my local server have the same plugins, with the same config files, etc... so seems like a server issue, but the only thing i can think of is what i commented before, the extension installation and removal they did yesterday. maybe the broke something. EDIT: yes, i did fly right now over the whole map on my local server and didn't see a single one of these bases. So it's only happening in the hosted server.
  5. fuscazo

    scientists

    i've found some bases like this. they are from the plugin, but they don't have the sphere around them. also there's no NPC o loot. reloading the plugin doesnt destroy them. they are also not decaying. https://gyazo.com/5aca734b71fba80425fb68395cca5238 https://gyazo.com/5aca734b71fba80425fb68395cca5238 https://gyazo.com/30ca463a340f33e95c277b368ffd13df https://gyazo.com/ffe684ac71c767437b0cd42f877a4c94 i never noticed this happened before yesterdays update, but i cant confirm that is the cause. i'm confused and clueless of what might be causeing this, bat it's pretty bad, because is just leaving behind a bunch of bases that take up building space, server resources, they don't even have loot, so if someone raids them they will only find completely empty boxes... also the take space from a potential RB base... any idea? but yeah, i really need to figure this out.
  6. fuscazo

    /nomap

    /nomap command doesn't seem to work for me, what may i be doing wrong? the command shows the message, when enabled/disabled, but i can TP right clicking on the map anyway. only permission i have given to me is admin. any ideas what i might be missing? EDIT: somehow it's working fine on my local server, but it's not in my hosted server, even though the config and permissions are exactly the same. any idea of what might be going on on my server? it's weird.
  7. fuscazo

    Z-Billboards

    i think you should make it compatible with MonumentAddons. the we could use your plugin to make billboards that stay persistent through wipes in monuments. very useful specially for outpost. MonumentAddons needs to spawn entities with it's own command /maspawn, otherwise it doesn't save them "forever". you could probably integrate it very easily. i know for example signArtist is integrated with MonumentAddons. just an idea to make it more appealing for server owners )
  8. fuscazo

    getting error in console

    i mean, you should tell me what file specifically needs the permission and what permission specifically. just randomly give my whole server public reading and writiting permissions doesnt seem like a very safe practice.
  9. fuscazo

    getting error in console

    mmm... propietary? group? or public permissions?
  10. fuscazo

    text aligment of just a line?

    is there a tag to change the alignment of just a line? like if the whole text is align left but i want the last line to be aligned right? is that possible or do i have to create a panel inside that panel?
  11. fuscazo

    scientists

    could be a possibity yes. i have set 1 murderer outside, and on scientist inside as a sleeper. and in this case i had already killed the scientist sleeper inside.
  12. fuscazo

    scientists

    mmm what does this exactly mean? "Amount That Can Throw Weapons" throw weapons like an axe at the player?
  13. fuscazo

    scientists

    for some reason 2 murderers spawned here. there was originally only 1, as it should be. but after killing him and him respawning several times, last time i came for loot to the base, there were 2, so apparently 2 spawned, even though only 1 should be present. https://gyazo.com/453736b41bcbfcd5dcb996a61f35e017 https://gyazo.com/58c1922431c183b9bd5053715c200f86
  14. fuscazo

    scientists

    ok )
  15. fuscazo

    scientists

    what does this exactly do? because i don't think it does what i think it does do xD "Allow Max Amount Increase From Difficulties Disabled On A Specific Day Of The Week"
  16. fuscazo

    scientists

    yes, now it looks beautiful https://gyazo.com/2d8108b3abfb402c40fb94b9874a9936 https://gyazo.com/688b56ab95341f8f7d22908c0fa427d2 i have set distance between bases to 250 [ "Spawn Bases X Distance Apart": 250.0, ], maybe i will try 350, probably would look even more natural! tyty )
  17. fuscazo

    scientists

    ah ok i see. so i guess we have to choose. yeah i remember NPCs do weird stuff, like if you spawn them in a building they go through walls and end up outside )) by the way, is there a way to make bases spawn more to the interior of the land? 99% spawn on the shore. like, is there any parameter i can play with to vary that? i was thinking that maybe "Force All Bases To Spawn At Height Level (0 = Water)": -1.0, does that? ok no it doesn't hahaha
  18. fuscazo

    scientists

    but shouldnt they respawn after killed tho? because i think in each difficulty profile we have a respawn timer for NPCs right? i set "Kill Underwater Npcs": FALSE and now everything seems fine. with it on TRUE sometimes there would be no NPC and it would never spawn. what is the purpose of killing them? do they get stuck underwater if not killed?
  19. fuscazo

    scientists

    i've noticed from time to time a base spawns with no NPCs, and they seem to never spawn after. https://gyazo.com/006803569312f17742170b1e6b601e38 i don't have enough data to compare, but i'd swear that most of the times, if not all, are bases like this one close to the sea. could this option have anything to do? should i lower it? "Maximum Water Depth For All Npcs": 3.0, like maybe they're dying in the water? idk, i have no clue EDIT: i changed "Maximum Water Depth For All Npcs" to 2, and now all bases had NPC, but maybe it's a coincidence. EDIT 2: nah, even with max water depth of 2 sometimes a base spawns with no NPC. also a water base btw -> https://gyazo.com/a4abbae12240d06a8c948ed059530036 and another one https://gyazo.com/c29988b056bbb2ca8d90517010d68f78 just to clarify, the ones not spawning are the Murderers. i have it set so that 1 scientist spawns inside as a sleeper, and 1 murderer spawns outside has an active NPC. its always the Murderers that sometimes don't spawn. the sleeping scientist always spawn in every base. i have "Kill Underwater Npcs": true, maybe that's the case? but shouldn't NPCs respawn again on the timer even if killed when spawned underwater? EDIT 3: after setting "Kill Underwater Npcs": false, i tested and in 54 bases, ALL had NPCs, so i guess with this option set as true they get killed and NEVER spawn again? by the way, is this message from this addon? "(16:52:38) | CONTACT DEVELOPERS! LootContainer::PopulateLoot has null inventory!!!" don't know how to figure out which one its from xD
  20. fuscazo

    scientists

    cool thx ))
  21. fuscazo

    scientists

    mmmm, somehow i noticed that weapons dropped by murderers (havent tried scientists) when you kill them, are usable like any normal weapons. but after server restart, those weapons become unusable. the AMMO number in the slot disappears, and when you select the weapon, the player doesn't draw it at all. you can see in this picture, a weapon dropped by murderers VS a normal AK spawned as admin. Murderer AK: https://gyazo.com/fe96a1d1ee6fd0bf6d83917780b4541f Normal AK: https://gyazo.com/14e514507b93cf6ef06920874dc5f2ff Video swapping: https://gyazo.com/0cdec42a2f7ce492a8cc13ab8a418910 am i missing something? doesn't seem normal to me. is there something i need to change in the config? otherwise i rather have them not dropping weapons, because players get mad when they see their weapons don't work the next day.
  22. fuscazo

    icon

    i've uploaded this image to the workshop in orde to use as the icon for the item, but somehow it's cutting out some of it when shown ingame. https://steamcommunity.com/sharedfiles/filedetails/?id=3270664879 this is how i see it in-game: https://gyazo.com/e5aece464f3dec12ac4ece223c165f15 any idea why this could be? do the image need to be a specific size? any help would be appreciated ) nvm i figured it out
  23. fuscazo

    scientists

    did RaidableBases create all these UserGroups? https://gyazo.com/0492b729ae6c12c040ea510c14818aea EDIT: Nevermind, i figured it out, had to set parameter to 0, setting "Enabled": false still created the groups
  24. fuscazo

    scientists

    mmmm i got C4 in a "hard" base, but i don't have c4 in the base_loot or difficulty_loot for hard bases. i double checked in the loot app and in the files themselves manually. 100% there's no c4 in those tables. also it's not in the default loot table. any idea of why this may be? maybe i'm not noticing something? also got an LR-300 and an ak47 which are not in the loot tables. i'm confused af. the only table those items are is in the "expert" tables (i have no "nightmare" bases for now). but why would it be pulling items from the "expert" table for the "hard" base? C4 is only in the Base_Loot table for "Expert". AK47 and LR300 are only in the Difficulty_Loot table for "Expert". EDIT: i just saw a Survey Charge in a "Hard" raid too, and Survey Charges are not in any of my loot tables. but i found that all these items are in the "Default_Loot.json". So i assume that's where they're coming from. How do i stop that from happening? i have 110 unique items in the Hard difficulty loot table, and in the config i have set to pull 85, so it should not be pulling them from the default loot table if i understood it correctly, right? as stated in the documentation: "This is the default list, and is only used when all other loot tables do not have a sufficient amount of loot to spawn based on the Amount Of Items To Spawn setting." EDIT2: i think it's solved. i didnt delete "Default_Loot.json" because i assumed the plugin would re-create it if it didn't exist, so i just deleted all the items in it.
  25. fuscazo

    scientists

    ok thx )
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