
HighOnTek
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Everything posted by HighOnTek
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Seems to be resolved now, site loads without the suspended notice and images are working again.
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David, https://rustplugins.net/products/welcomepanellite/1/home_button.png https://rustplugins.net/products/welcomepanellite/1/rules_button.png and the other category images aren't showing properly right now, and when I went to take a look at the image itself to see if it was working and if the issue was on my end... the site loads a message saying "this account has been suspended and your to contact your host". While you sort that out, is it possible to receive the default images and I can just slap them into dropbox for now so they display properly?
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Khan, When your plugin is reloaded, its adding another set modifier to the existing one. Example: I run a 3x server, I use 3x stacks. Ammo: Rockets would be stack 9, which works on first install. However I am finding that if I do a oxide.reload * or oxide.reload StackModifier ... the new stack size becomes 18, I do again it becomes 27. When you physically look at the GUI for stack modifier it shows that it should be 9, however this is not the case when you stack in inventory... it is 27, and if I reload again it would become 36 and so on, so forth, It does not do this for server restarts, just for manual reloads so its an odd one. Any idea why, and can you code it in such a way that on reload it basically resets stacks to what they've been set to in the GUI.
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Thanks, appreciate it. I'll definitely look into this 🙂 ... but still hoping you can answer why 1 player, no changes in permissions, no VIP or anything can experience multiple speeds. Example: First initial launch of upgrade it goes at normal speed which seems slow. When that is done, player continues to work on base, he/she goes to upgrade again and its at a much faster pace, then could go back to normal, or fast. It feels random, but I'm sure its not. Any idea why?
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This looks cool, but not something I would buy to try in its current state. Allow me to explain, and give suggestion that would appeal to more people, and if these suggestions I made were implemented I would definitely buy and try. 😉 Blood is no longer an in-game item that can be found, it was completely phased out of game... unless its being added through modified loot tables, or an admin is randomly dropping it, or making it available via kits etc. this plugin would literally be the only thing requiring blood now, therefor its unlikely someone is going to go through all the work of making blood available again. So could I suggest maybe opening this up to be a little more versatile. Like adding in the ability to use "SCRAP", "Economics", "Reward Points" etc. instead of "blood"? Alternatively, you could use MEAT instead of blood... this might be fun to see players out there hunting more animals just to utilize the imposter ability. So to become a wolf you must hunt and farm enough wolf meat in order to become a wolf, same for bears, pigs, stags etc. the more of that animal you hunt, the more meat you have ... the longer you can sustain imposter. Hope that made sense 🙂
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CASHR I do not see any variables that choose the speed at which the upgrades occur. However I have noticed that the speeds change, sometimes its super slow, sometimes its normal speed, and other times its fast... definitely faster than normal. What is the logic behind this, why does this speed change on its own randomly. is this a bug? Having said that, knowing that the upgrade speeds can definitely be faster even if it isn't by design on this plugin yet ... an option within the configuration to allow admins to choose the upgrade speeds would be great. This possible?
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CASHR, really digging your plugin ... its button placement in TC, the ease of use as I really hate chat commands for simple things like this. But my players keep asking for a means to use optional building skins they've purchased. IE. Adobe, brick, brutalist for stone, shipping container for sheet metal etc. I know there are other plugins that could make this work, someone shared one here in an earlier comment but I'm hoping you'll enhance / add this functionality to yours so I'm not having to install more plugins just to get this to work with yours. What's the 411 on this, is this in the works or something your not really interested in adding?
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The BetterNPC's appear to be floating off the ground a bit with this map. BetterNPC was working fine with the last custom map we had, but this one... they're off the ground a little in some areas, and in others off the ground a fair bit. Seen one floating over a lake shore like 5 minutes ago. I reloaded the BetterNpc plugin and they respawned like that again. lol
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- 272 comments
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- #protection
- #base
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How does this work exactly? When someone puts scrap into the TC it charges them up front when they enable protection. So if protection is enabled, and online is set to 0% and offline is set to 80% ... how does it know what to charge scrap wise, or does it just actively draw from scrap put into the TC? I currently have 90% set for both online and offline, but am thinking I would like to have 0% online, and 80% offline after next wipe. So I am curious how this works... I could only see this working if the TC had scrap in it, but in order to enable it ... protection seems to take in advance. But I've yet to test, so hoping you can explain a little. Thanks 🙂
- 272 comments
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- #protection
- #base
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Amazing map, felt like a different game at times ... the integration with BetterNPC was a nice touch. Makes it a little difficult at times for new players to get started as super aggressive NPC's are all over the place and will chase you down, naked or not. lol But anyone whose played this game 100+ hours shouldn't have any issues, and anyone whose played this game 500+ hours will definitely enjoy the nice change. I would recommend this map for any server running Vanilla to 3x, I have found 5x and up ... its a little too OP loot wise. Excellent work, players love it.
- 50 comments
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- #custom map
- #flouones
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Sure, I can test it for you... I have a test server for trying things before I apply to prod so not an issue. 🙂 But now I'm a little confused. Last time I tested square and triangle floor pieces they were both same cost. Now triangle significantly lower. lol ... I will do some more testing today. Maybe base pieces are different cost than roof/floor pieces. I was only testing with the big base floor pieces.
- 272 comments
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That was fast, awesome man... nice to know a dev jumps on these quickly. I appreciate it! Something isn't right still though. Here are my settings and test results. { "Rank": 1, "Online protection percentage (0-100)": 90.0, "Offline protection percentage (0-100)": 90.0, "Hourly cost per authorized player": 10.0, "Hourly cost per floor": 10.0, "Hourly base cost": 50.0, "Cost per damage protected": 0.0, "Max protection time (hours)": null, "Delay for offline protection (seconds)": 5, "Delay after taking damage (seconds)": 10, "Damage resets timer when owner is offline": true, "Allow tugboat protection": true } Cost 70 Scrap 1 Hour - 1xbase, 1x player, 1x square ( 50 + 10 + 10) Cost 80 Scrap 1 Hour - 1x base, 1x player, 1x square floor, 1x triangle floor (50 + 10 + 10 + 10??) Test results for square, just fine. Adding triangle piece though ... not so fine if you were intending on it being 50% flat cost of the square. If this is the case then shouldn't the last value be 25, and the total cost for the hour should have been 95, not 80?
- 272 comments
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- #protection
- #base
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- 272 comments
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- #protection
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The cost per floor, for triangle pieces it costs full amount... possible in future revisions to include a config option to control the % cost per floor item. So one could for example say triangle floor pieces are 50% cost as 2 of them are essentially same as 1 square. If that makes any sense ... bases that use a lot of triangle floor tiles can get quite costly when option is enabled to charge per floor piece.
- 272 comments
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Backpack plugin is basically a 3 plugin package; 1. Backpack 2. Backpack Button 3. Item Retriever This is pretty well standard setup for most servers using the Backpack plugin as these 3 really compliment one another. I have run into an issue though where Backpack gets disabled (which it should in Arena event), however if the player Backpack has "Gather: All" or "Gather: Existing" toggled on in his backpack then all items picked up in the Arena are being put into the backpack automatically, therefor the players doesn't actually get them while playing in the Arena. This could be resolved I believe if you add parameter that when it disables backpack for Arena event, it also Toggles the Gather: to OFF. But if a player has ammo in his backpack, Retreve: should also be toggled to OFF. This would completely disable the backpack & Item Retriever functionality while in the Arena.
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My apologies the players testing missed the /sprize command to receive reward. Could there be a config option maybe please to turn on auto reward so players just get rewarded automatically when they respawn out of the arena on WIN? 🙂
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Just installed, using default config ... with the exception that I modified the scrap reward to min 30, max 100 ... I had 3 players join and play, the winner did not receive scrap or RP. I see nothing in the console to indicate player received anything. I don't see anything in the config that enables or disables rewards, just how many should player get and its set to 1 at the moment. What am I missing, is this a known issue?
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- 18 comments
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Sorry not sure if they have a health bar, I never asked and player hasn't been back on yet... however I turned vehicle protection to True so I'll test this later and see if they still take damage 🙂
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Could I get more information please on the following setting? "Users that have been banned on rusthackreport": true, In the description config you have it enabled, and indicate its the default for that setting ... but in the actual config .json that the .cs generates server side its set to false by default. Is this an old, unsupported feature or something... I am not finding much information on it, what database is it looking at and can it be trusted?
- 18 comments
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I had a player earlier who says he had RP on his tugboat, and although his doors were showing protected and still are ... his tugboat took damage when he was attacked. He was quite upset about it. lol I would presume this is a bug, or are tugboats classified as a vehicle and I need to turn the false value I see in the config to true under protection settings?