Jump to content

jayinwww

Member
  • Posts

    130
  • Joined

  • Last visited

Support Replies posted by jayinwww

  1. 18 hours ago, nivex said:

    heya, the events should despawn on restart and when you reload the plugin. I have no plans to change this right now sorry. no one can purchase an event when a restart is pending, so you could use delayed restarts to help with that. they'll still be allowed to finish any currently purchased events.

    restart 3600

    etc. not ideal, but it is an option.

    Thanks for responding, that's too bad. We will try and look into alternatives. Be nice if bases could just spawn in and decay on there own. But larger bases would need a lot of upkeep. Or if these bases could spawn in that require no upkeep. Once TC is destroyed or if it's not raided after a certain amount of time, they just decay. 

  2. So, really liking this plugin but it has one major issue for our server. People save up a lot of boom and HVs etc for Nightmare and Expert Bases. But a few times now the server restarted when they were half way through, and the base vanished. Please tell me there is a fix for this. Fingers crossed.

  3. 20 hours ago, nivex said:

    hi, Convert PVP to PVE is still set to false under Maintained Events

    Scheduled Events:

    • Not enabled (line 464) but you have wipe hours and PVE configured properly

    Maintained Events:

    • Set to spawn 50 bases (line 434)
    • Only 5 out of the 50 are configured to spawn (line 63)
    • No wipe hours are configured (line 435)
    • Set incorrectly to spawn as PVP (change line 450 to true)

    Buyable Events (line 412)

    • 1 base is allowed to be purchased (line 416)
    • Allow Players To Buy PVP Raids (line 413) is set to false when it should be true, the bases are not going to be PVP because they're being converted to PVE.
    • Convert PVP to PVE (line 425) is set to true, so again, there's no need to block PVP raids when you have no PVE profiles.

    Using a convert option doesn't make a profile PVE, it makes the event type PVE where you configured it. If you want a profile to be PVE then change Allow PVP to false in the profiles, but there's no reason to do this until you have PVE and PVP profiles. That is what the Allow Players To Buy PVP Raids option exists for, to distinguish between the two. Otherwise, Convert PVP to PVE will always override Allow PVP. Only a permission or Chance To Randomly Spawn PVP Bases can override a convert option. Yes, a very complicated but feature rich plugin 😜

    Nevix, you are a beauty. I'm still digesting what you said, but for now I think I am okay hehe.

    • Like 1
  4. This is what it is set to now:

          "Chance To Randomly Spawn PVP Bases (0 = Ignore Setting)": 0.0,
          "Include PVE Bases": true,
          "Include PVP Bases": true,
          "Minimum Required Players Online": 1,
          "Maximum Limit Of Players Online": 300,
          "Permission To Ignore With Players Online Limit": "",
          "Time To Wait Between Spawns": 15.0,
          "Convert PVE To PVP": false,
          "Convert PVP To PVE": true,
          "Ignore Safe Checks": false,
          "Ignore Safe Checks In X Radius Only": 0.0,
          "Ignore Player Entities At Custom Spawn Locations": false,
          "Spawn Bases X Distance Apart": 100.0,
          "Spawns Database File (Optional)": "none"

  5. hello, on my server I just want to add heli signals to locked crates. But I don't want to change the regular vanilla loot. Is that easy and possible to do with your plugin?

    i used "blood" instead of scrap and I see it in the table but it doesn't work as per your example.

    I'd like to add it as a percentage to drops, but you can see bottom picture it doesn't work.

    image.png

    image.png

    image.png

  6. I used Day and Night plugins before. This one you have I like better. But gives the same issues all day and night plugins give me.

    1. People starve quick for no reason

    2. Markers on the map bug out.

    3. People getting kicked killing an NPC.

    4. People freezing to death quickly for no reason.

    Im not sure why these things happen on my server when I mess with Day / Night plugins. I remove them everything works fine.

  7. I used Day and Night plugins before. This one you have I like better. But gives the same issues all day and night plugins give me.

    1. People starve quick for no reason

    2. Markers on the map bug out.

    3. People getting kicked killing an NPC.

    4. People freezing to death quickly for no reason.

    Im not sure why these things happen on my server when I mess with Day / Night plugins. I remove them everything works fine.

  8. They seem to spawn a lot of loot. To stop people from killing each other over and over for loot can i assume the following?

    "Zombie spawn cooldown (seconds)": 300,

    Does this mean a player can't be killed twice in a row and a zombie spawns again? Can I turn this to 3600 for an hour? And a player can't be a zombie for an hour?

     

  9. I'd like to just have one page with all info on that one page for my server. But when I remove the buttons  on the left in the json file I get this error when I reload the plugin.

    WelcomePanel v4.3.6: Failed to load config file (is the config file corrupt?) (JsonToken EndArray is not valid for closing JsonType Object. Path '', line 181, position 3.)
    Could not initialize plugin 'WelcomePanel v4.3.6' (NullReferenceException: Object reference not set to an instance of an object)
      at Oxide.Plugins.WelcomePanel.LoadConfig () [0x0001d] in <218282eb643d4880a0a96ade4942b52b>:0 
      at Oxide.Core.Plugins.Plugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x0000f] in <beb2b64691c64e2b95b99491bd85442c>:0 
      at Oxide.Core.Plugins.CSPlugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x00000] in <beb2b64691c64e2b95b99491bd85442c>:0 
      at Oxide.Plugins.CSharpPlugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x00000] in <206a0f2c6ee141f38e2ad549cde44d70>:0 
      at Oxide.Plugins.RustPlugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x0028e] in <003e098c427441da8dea4c89e38289d2>:0 
      at Oxide.Core.Plugins.PluginManager.AddPlugin (Oxide.Core.Plugins.Plugin plugin) [0x00027] in <beb2b64691c64e2b95b99491bd85442c>:0 
      at Oxide.Core.OxideMod.PluginLoaded (Oxide.Core.Plugins.Plugin plugin) [0x00035] in <beb2b64691c64e2b95b99491bd85442c>:0 
    Previous version of plugin failed to load: WelcomePanel

    Is it not possible to remove the buttons and just have one page of info?

  10. 7 minutes ago, Jbird said:

    Again, BetterNpc does not spawn cargo ships.

    The RPC error you shared twice, for kicks and joining errors, BetterNpc does not add markers in any way. So this could also not be a result of the plugin.

    BetterNpc has nothing to do with damage to players. Arctic Suits are not total cold protection either it's just the highest protection you can get if I remember correctly.

     

    As far as the monuments that you have set to false that are spawning NPCs would need examples and to know if you're talking about BetterNpcs spawning there or just default NPCs. Need specific examples though. You're welcome to come to the Mad Mapper Discord and create a ticket so you can less publicly share config files and that sort of thing but you can share one as an example here and I can look over it.

    I removed the plugin and the Cargo ships stopped spawning. Very strange as if what you say is true, then I don't know what is causing the issue. After BetterNpc was removed all issues stopped except the issue with markers on the map. They seem to be bugged. So perhaps something went corrupt or I don't know. It doesn't make sense. I will reinstall the entire server and try again. 

  11. After the update it started spawning cargo ships like crazy again.

    I had some monuments as false so no npcs should be there. but was spawning npcs anyways.

    Also some people were getting this error rpc error in server_addmarker

    Some where freezing to death in the snow biome day or night with arctic suits

    I removed the plugin and everything is working fine now. 

    Some had this error when trying to join 'rpc error in server_addmarker'

  12. I installed the plugin, I spawned the traveling vendor "spawn travellingvendor" but I don't see the items listed in your config file.

    i see there is 5 items per listed below equal to 20 items. How can I do 25 items but still only list 5 at a time?

        "RESOURCE_VENDOR": 50,
        "ATTIRE_VENDOR": 50,
        "TOOLS_VENDOR": 50,
        "WEAPON_VENDOR": 50

     

    Also, I don't believe this is working  "Time (seconds) for replenishing N amount of goods": 1200 as you can buy the same item right away afterwards.

  13. I have a strange issue where the plugin is spawning multiple cargos. Sometimes there is 3 cargos on my server at one time. I reloaded the plugin just to test this theory and sure enough every time I reloaded the plugin it spawned another cargo. What's strange is that I have the NPCs disabled for cargo.

  14. 6 hours ago, Jbird said:

    Honestly there are a lot of ways to do it, just depends on what works best for you.

    One thing you can do with option 4 is to just pick a different prefab path to maybe a normal scientist for example, to give basic scientist drops.

    You can also use the option to create your own loot table, and use the configuration to make a specific loot table to your choosing.

    There are more ways to do it beyond that but those are the easiest recommendations I can make.

     

    Correct minimum and maximum timer for respawn, and yes it is in seconds.

    Yeah for tier 1 monuments I just want to have basic loot for the npcs to drop. What's the easiest way to do that?

  15. Is it possible to make the npcs have different weapons at the same monument? like if I added two of these below just as an example. Some npcs will have a shotgun and some will have mp5?

              {
                "ShortName": "smg.mp5",
                "Amount": 1,
                "SkinID (0 - default)": 2373921258,
                "Mods": [
                  "weapon.mod.flashlight",
                  "weapon.mod.holosight"
                ],
                "Ammo": ""
              },

              {
                "ShortName": "pump.shotgun",
                "Amount": 1,
                "SkinID (0 - default)": XXXXXXXX,
                "Mods": [
                ],
                "Ammo": ""
              },

  16. Also is there a way to extend npc respawn time after killed?

            "Minimum time of appearance after death (not used for Events) [sec.]": 1000.0,
            "Maximum time of appearance after death (not used for Events) [sec.]": 2000.0,

    Does that mean 1000 seconds before they spawn back min.?

  17. Is there a way to have the NPCs spawn less loot at tier 1 monuments. Would Loot table number 4 do that? I was looking around but I don't see where I can selected 1 though to 5.

  18. When someone attacks a player or an animal this happens they get kicked from the server.

    Expected: Value was not Null)
      at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00107] in <beb2b64691c64e2b95b99491bd85442c>:0 
      at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 
    AssertionException: connection != null
    Assertion failure. Value was Null
    Expected: Value was not Null

  19. Not sure why, but the offline raid protection follows the valve for online raid protection when turned on. So if I set 0 to 23 for hours and them all at 0.75. The offline protection is 25% not 100 percent for the first 6 hours to what I have it set to.

  20. Just more people were discussing more lag on the server. But perhaps you are correct, maybe there is another issue, I will continue to monitor. Thank you.

  21. One of the satellites was 1 square on shore from water, guys driving a boat were 1 square out in the water on a boat, and they kept hitting invisible things in the water and a few of them died for no reason. I have noticed extra lag on the server as well. I only changed 1 setting in the config and that was to remove broadcasting to chat.

  22. 8 hours ago, Iftebinjan said:

    This plugin removeing thr chinkook thats why its not ending the event or stuck

    I removed that plugin, I figured that might be what it was. Is there a way this plugin can add a few NPCs to protect the chinook dropped crates that the game regularly drops or somehow to disable it? I like the way your plugin adds some PVE to getting a crate and not just getting a free crate for nothing. People were doing your even plugin but when the free crate drops, then people don't bother with your monument plugin they just go for the free crate then complain they are bored hehe

  23. Not sure why but this plugin stopped working. I do have another plugin that disables the chinook locked crate at Train Yard and Power Plant shown below: Not sure if that is causing the issue or not. If I reload the plugin one monument starts but another one doesn't.

    using System;
    using System.Collections.Generic;
    using UnityEngine;

    namespace Oxide.Plugins
    {
        [Info("ChinookCrate", "Ryuk", "1.0.0")]
        [Description("Remove hackable crate when the chinook drops it.")]
        public class ChinookCrate : RustPlugin
        {
            void OnCrateDropped(HackableLockedCrate crate)
            {
                NextTick(() =>
                {
                    if (crate != null && !crate.IsDestroyed)
                    {
                        if (IsChinookNearby(crate.transform.position, 20f))
                        {
                            crate.Kill();
                        }
                    }
                });
            }

            private bool IsChinookNearby(Vector3 position, float radius)
            {
                var entities = new List<BaseEntity>();
                Vis.Entities(position, radius, entities, Rust.Layers.Mask.Vehicle_World);

                foreach (var entity in entities)
                {
                    if (entity is CH47Helicopter)
                    {
                        return true;
                    }
                }
                return false;
            }
        }
    }

  24. We made it so the Monument Events last longer, 2 hours, to give players a chance to gear up and head over etc. If it's a event that has a heli, the heli sometimes vanishes before the event ends, not sure if that is possible to fix or not. Another thing we noticed is when fighting the heli, at a monument beside the event monument. The heli will run away back to the event monument when it looks to have full damage, both routers burning, but it stays flying when we expected it to crash.

  25. I installed the plugin, I made it so players can't buy this plugin only get it using a /kit. I used perms to give admin full access.

    I then went to console and typed

    'inventory.give "helisignals.easy" "1"' but didn't work.

    I then tried '/hsgive helisignals.easy steamid amount' and that didn't work, it says not recognized.

    I just want to add these to my inventory so then I can copy a custom kit.

  26. The auto default  for night still turns off and on when I turn off and on weapon laser.

     

    Also now players seem to be able to wear a facemask for example and miners helmet together at the same time, not sure if that will cause player issues or server crashes.

     

    oh I forgot to mention another suggestion, instead of /headlight on/off, maybe make it /hl on/off just so it's more easy to toggle on and off.

  27. We found with the offline protection, if a car has offline protection and gets pushed into a few trees it will lose the offline protection. Also be nice if someone raided a base it would be nice to give them some what of a penalty, like they lose a certain amount of offline protection, be nice to make it stackable. Is there a way to do a command that will give a user no offline protection if they break the rules by putting a wall around someone's base?

    So far the plugin works great though, thank you. You should make it a pay to buy plugin.

  28. Is it possible to add a penalty if someone did raid? Like if they destroyed a certain amount of a base like a stone wall or two they themselves won't get offline protection for 12 or 24 hours? Also perhaps make it stackable? so if they raided two bases, they themselves have 24 or 48 hours of no protection?

About Us

Codefling is the largest marketplace for plugins, maps, tools, and more, making it easy for customers to discover new content and for creators to monetize their work.

Downloads
2.4m
Total downloads
Customers
10.8k
Customers served
Files Sold
155.5k
Marketplace sales
Payments
3.3m
Processed total
×
×
  • 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.