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Mankus

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Everything posted by Mankus

  1. Mankus

    Raidable Bases

    Thanks for asking. No, unfortunately I was unable to. I'm taking another look again today.
  2. Mankus

    Caravan

    Yes, the horses and Caravan's are extra wet and splashy since the most recent patches. It's not a problem except that' it looks a little strange and sounds sploshy. Adem told me that this was a necessary work-around to a problem, so he's aware but I don't know how it can be fixed The "dragging" part is a bit annoying though, ruins the immersion hahah they all look like they've been tranquilised
  3. Mankus

    Raidable Bases

    Heya Nivex, Really appreciate the help and taking a look into it. Yes, that setting has always been on and working fine with Raidable bases, Autoturrets etc. Well, now I know to keep looking further. Cheers
  4. Mankus

    Raidable Bases

    Heya Nivex, its been a long long while since I saw any bug in RaidableBases at all and to be honest this is not even anything to do with it - I'm quite sure. but its affecting Raidablebases and with your experience I thought you might be able to point me in the right direction. Do you have a clue why Autoturrets might stop targeting players? First they retaliate when damaged, when they lose "line of sight" they ignore the player. Only attack when damaged. Details, the raidbase profiles and settings have turrets set to hostile, to function without power etc. This is also happening other "base-based" event plugins - autoturrets function but dont respond to the players For example Fruster's "Dungeon Bases" Events, I could not figure that out with Fruster either. Warmode in PVE mode is running - No TruePVE or any other damage control plugins, no settings changed. All was working until 3 days ago or so. Is there a setting in Raidable bases configurations we should look out for ? Perhaps you know ofa new FP commit that could affect turret behaviour? all equipped with ammo, correct weapons / shortnames (no config errors) powered and so on. - dont think its interference or any convar settings. Sorry for the long message, I ran out of options and thought you might have a suggestion. Thanks in advance, regards, Manky
  5. Mankus

    Dungeon Bases

    Hi Fruster, Thanks for the quick reply. Ok, that's all correct. It must be our PVE plugin interfering with theturrets then.
  6. Mankus

    Dungeon Bases

    How do we get the Autoturret to function in a Dungeon base. I'm making a new dungeon base now First im using a copy of one of your designs to learn your methods. - all is working as intended. Except for the autoturret. I placed it normally added a weapon, ammo and simply powered it. The turret will not target or shoot but its on. I dont see aynthing about this in the guide, is there supposed to be a specific method for placing turrets ?
  7. Mankus

    Artisan Goods

    Hey, it would be really great if Pie effects and the new poison effects could be added to this, to make some truly remarkable consumable items Giving the player a choice to sometimes sell or eat the rare good they found, with a tradeoff and configurabledurations
  8. Mankus

    Drugs

    Heya Wrecks, Do you have any plans to add keys for the most recent tea effects and especially some of the new pie effects? For example it would be really great to be able to add "vision-care" boosts and things like that, for our custom consumable items. or the animal vision hunter boosts, with configurable effect durations,
  9. Mankus

    Animal Spawn

    I'm with Jeff! We need some of those glorious Jungle animals
  10. Mankus

    BotReSpawn

    Love the description AS for trying being helpful, I have not noticed this often, or exclusively with BotReSpawn. but I'm familiar with the description you gave and have seen it in various npc related plugins. including Vanilla npc behaviours. I believe this is fairly common when a bot loses LOS to their target or needs to switch weapon, or considers their target out of range. It can depend on the weapo / items equipped. Particularly if they are newly released weapons, the npc might not "know what to do with it" or there is no behaviour written for it. With melee weapons the attackrate of the weapon itself does seem to change how often they can attack. I have noticed that all bots are generally abysmal at melee though, no matter the plugin. Sorry I don't have more useful facts or help though The most fun workaround with BotReSpawn is to give them a ridiculously fast movement speed and really high melee damage, that will make players run the hell away, or rage quit.... but its very funny xD
  11. Hey, been testing these all out- I have to say first, they all look fantastic and blend very well into the terrain or biome upon successful spawn. Have a question on some of the designs, first the "Computer_1" are any Garage door parts of that intended to operate? I cant get any of them to trigger. It would be really cool if one or some of the doors or the Giant red door could open. Also the main entrance on Computer_1 is that intended to have a snappable area to attach a door? as it is not working. Like for example the functional garage door on "Castle_3_Adobe" or the snappable door area on some of the entrances of "Castle_2" where a player can snap and place a standard 1 frame door in two of the entrances. Some feedback I would like to add: All of the designs are very interesting, fun, immersive and epic. However I think there are some scale problems with the design process on some of the Castles, All with the same idea in mind: Reaching the Roof / Towers / Top areas. This is all from extensive player testing using ladders to place on the building and/or attempting to build high enough: "Castle_1" essentially impossible to access the towers, there should be some sort of way to climb up. "Castle_2" cant get to the roof, would be really nice. "Castle_3_Adobe" the roof is the least usable area as nothing can be built on it, there is no way for a player to get to the roof with ladders or anything. I think this really makes building there the least fun. In my opionion its one of the best designs, visually but the least functional. "Church_1" is ok but bordering impossible to get up to, the ladder hatch slot helps but ladder placement is near impossible and building that high is extremely hard. Mainly, they all have an upper area or tower area, namely the roof (top) sections. That are very coool but unreachable. I really think they need a way to walk or climb up to the roof, included in the designs. Its not possible for the player to get access to the roof area. The open designs with no roof are more forgiving, at least, so the player can build up high easily to have aroof area or make stairs to the walls or towers or roofs, like in "Fort_1" this is entirely possible to do. Finally, I know this is not really in your hands but is a shame that there seem to be no colliders around the bottom or sides of the structures, to stop npcs and animals from walking through the ground and walls of these structures. I dont know if theres anything that can be done about that but it would be great. reminder: I'm not expecting these changes to be made or even asking, I think they are important notes to make this a really brilliant package and want to share them.
  12. Mankus

    Npc Random Raids

    Just don't tell anyone that you added server commands... except myself and laodu I'll also become your administrator (on this plugin only) to answer all stupid questions that you expect to come from this server command list
  13. Mankus

    Npc Random Raids

    Hi Razor, thanks for the quick reply. Yeah that's understandable. ah that's too bad that there is no command... but fair enough! I was hoping for another way to trigger random raids by basically using a timed execution or another one of our plugins / events to trigger the server command for this. I like chaining events into cause / effect type scenarious. To help me make more interesting ways of having players get raided. Otherwise all good. The config covers pretty much everything else the plugin needs.
  14. Mankus

    Npc Random Raids

    Hi, is it possible to trigger a raid by server command? for example: randomraid <playerid> <type> like that but not to give player the item, to trigger a raid on a player by command only.
  15. Mankus

    Building Sites

    @Adem when there is time, if you can add some permissions, at least for the administrator it would be realllly appreciated! For example I use this to manually place where I want building sites to appear on the map. ITs very fun, yes the randomly spawn option is generally good but not ideal. the one config option when using player spawn limits is not very useful, then admins can not manually spawn when we have player limits and they can get the item. "The maximum number of locations that one player can summon (-1 - not limited)": 2, Hope you can do this for us some time. Best regards, Manky
  16. Mankus

    Armored Train

    Heya, if you dont use that setting on your Bot profiles, I think you can resolve it from the BotRespawn Profiles that have the setting "APC Safe" : False and changing them to: "APC Safe" : True Since the Bradley turret on armored trains profiles counts as a regular bradley, when it encounters these bot profiles the targeting hook is triggered.
    Really neat, does the job very nicely with no noticable interference. No performance issues and its very easy for players to use. Real nice QoL plugin for players on your server that offers them more ways of building their bases.
  17. Mankus

    BotReSpawn

    Yes, assuming that is "Monument Bradley" by Razor a.k.a Bradley.cs, it does offer that control in the configuration file I've seen that conflict, it doesnt cause any errors or lag in my experience between both plugins, having 30+ active botrespawn profiles and many bradleys and npcs on the map, it's only annoying to see in console and simple to resolve.
  18. Yes, the Wagons with various ores, fuel and charcoal etc were removed quite some time ago. unfortunately. I don't remember why.
  19. Mankus

    Animal Spawn

    Will this be updated to have the new animals for this month ?
  20. Mankus

    Siren

    Very cool concept, hope to be able to use this in conjunction with custom audio assets. We had great fun and success giving npcs their own voices during death animations using WoundedNpc by Bad Cop being able to use this approach to do create custom event sound triggers with Siren would make for some truly brilliant scenarios
  21. Mankus

    WoundedNPC

    Thank you for the hasty patch, seems to be working great!
  22. Mankus

    WoundedNPC

    Was about to report the compilation issue, I see you already made a notification about it. Thanks in advance, looking forward to a fix. Really need those crazy npcs back, one of my favourite things! Good luck Best regards, Manky
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