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Everything posted by Mankus
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- 1,573 comments
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- #leveling
- #progression
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Hi, we've been having a small issue with the "extended_mag" skill - because we use another plug-in, Doorknocker; a permission based skill we sell in our shop, which lets players load 5 rockets into their launchers. In the SkillTree config, having blacklisted rocket launcher types and all rocket ammo types under the extended mag skill section, we still can't get them to work together, so sadly had t disable the extended mag skill. Essentially what happens is the rocket launcher skill we sell doesnt work. is the mistake mine, in the Weapon prefab section? "Blacklist of weapon prefab shortnames that cannot benefit from the Extended Mag buff": [ "rocket.launcher", "homingmissile.launcher" ], Anybody have any ideas? why do we use the second plugin? Well, we like to limit the use of rocket launchers receiving bonus ammo in the weapon instead of extended mag applying to all weapons, without blocking off the possibility to have rocket launchers gain a buff too but an extra cost.
- 1,573 comments
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- #leveling
- #progression
- (and 19 more)
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- 1,573 comments
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- #leveling
- #progression
- (and 19 more)
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Hi @Adem love the plugin, I set it up and configured it now, its working fine and very well. There is one problem for me, we are Pve Server and I have "Allow turrets to attack players? [true/false]": false, but the turret kills players anyway. In our TruePvE config turrets have a rule so that they can not attack players. Solved abov: adding an extra Flag in TruePvE worked both "StaticTurretsIgnorePlayers, TurretsIgnorePlayers" made sure that they could not be hurt. also obviously a rule that "autoturrets cannot hurt players" Cant get water engine to work either, its impossible to drive car to water, it bugs in away that the car is so heavy it cant move to get to the sea. Is there something wrong? ( Patched and fixed in latest update)
- 29 comments
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- #adem
- #autoturret
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I look forward to seeing your new Halloween experiment!! I wonder how many objects are on it From my experiments with editing train wagons in rust edit and placing tons of extra objects and loot, trains haven't caused performance issues on our server. (except when I accidentally add non-parentable objects to the wagons but as you know I found out the hard way, that just breaks the whole plugin haha, but simple trial and error) We have not updated yet, but wow I see the new screen shots - looks awesome, nice work Adem!
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Can confirm the same issue on our server with that particular barrel smash skill. We have also been experiencing an issue with the heli speed skill "Name: Heli_Speed Description: Increases the max thrust speed of the heli by x% per level." It was working previously, now it does not register for players. However sometimes it does, then ceases to function. Reloading the plugin or doing a respec does not have any effect.
- 1,573 comments
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- #leveling
- #progression
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attach a copy of your config .json file and some one can take a look. I can answer one part of your question which is, I don't believe the NPC's can move as they must be parented to the train. They can turn, fire, reload, switch weapons etc and are usually pretty lethal with the right equipment. Attack distance and other NPC settings within this plugin can affect their behaviour somewhat.
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Hi @imthenewguy would it be possible to add /removemarketnpcall or some such feature in your next update? As each time we wipe every two weeks if I forget to remove them before wipe, they are all floating around the map on a new wipe. So a command would be really nice! So we don't have to go into the data folder and edit them out. Otherwise all good and many thanks for the awesome plugins!
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Hey there, I hate to do this but am at a loss and confused, has anybody got a clue as to what could be causing this. It only began happening this week after the last patch. Error in rcon with EpicLoot Failed to call hook 'OnItemRemovedFromContainer' on plugin 'EpicLoot v1.1.12' (FormatException: Input string was not in a correct format.) at System.Number.ParseSingle (System.String value, System.Globalization.NumberStyles options, System.Globalization.NumberFormatInfo numfmt) [0x00083] in <fb001e01371b4adca20013e0ac763896>:0 at System.Single.Parse (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) [0x00000] in <fb001e01371b4adca20013e0ac763896>:0 at System.Single.Parse (System.String s, System
- 281 comments
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- #enhanced
- #custom loot
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(and 7 more)
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- 1,573 comments
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- #leveling
- #progression
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Nice, I really appreciate that! Can I ask approximately did you change / update? I'm looking through this plugin.cs file and seeing if there is a way to re-write it to work with vehicle license plugin https://umod.org/plugins/vehicle-license#updates instead of depending on: "Spawn Modular Car plugin for police car and police transport vehicle: https://umod.org/plugins/spawn-modular-car " Disclaimer - I am a complete amateur and currently don't know what I'm doing, so don't get your hopes up
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If you set the amount of npcs to 20, then yes 20 should spawn. If you have no other settings enabled on that profile. You have full configuration options for Spawn Radius and NPC spawn amount at day / night time. Spawn Radius is only used if custom spawn points are not enabled on a profile. Its easy to manually set custom spawn locations for any given default or custom profile on your map, like in the case of Biome spawning. There are lots of neat variables in the in plugin menu for each profile regarding spawning, amount, location, time of day, changing spawn point on death, respawn timers etc.
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Oh that's good news and no worries, I think all is working fine - we have found no issues other than the minor visual bug with parachute. Suggestion: (not important) but what do you think about an "APC Safe" option also as a per profile or per Faction setting ? I set many factions and NPC types, it would be fun that the Bradley can attack some but not all profiles. (for example one of our zombie or mutant factions) Either way cheers for your quality work!
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Nice idea, I think it may be a limitation of NPC Spawn which this plugin depends on. Perhaps ask the author over there? In my own experience over the last 6 to 8 months I've noticed little performance issues with Convoy or Armored Train, with many many cars, wagons and npcs - though we run a fairly quiet server of 50 pop.