HighOnTek
Member-
Posts
381 -
Joined
-
Last visited
Content Type
Profiles
Downloads
Forums
Store
Support
DOWNLOADS EXTRA
Services
Everything posted by HighOnTek
-
- 84 comments
-
Love the Kits integration, the easy import ... but I noticed that HIDDEN kits that are normally just visible to those who have permissions are shown to everyone. Although it "should" error out due to lack of permissions (if kit has permissions) it would be nice if HIDDEN kits didn't show at all... thinking this is a bug, or maybe an oversight? Plus spawn kits can be exploited to some degree. Example, I have a default spawn kit available ... they're hidden, they only get it upon dying and respawning. Now its redeemable in /info under kits tab because its visible. They can spam redeem, thus getting infinite kits. Hope that makes sense. I had to unload and delete this addon part until there is a fix for the "Is Hidden" kits toggle.
-
I'm using Chaos version ... I use Clans Reborn, ClansUI, and DynamicCupShare which seems like the standard trio set these days for clan setups. K1lly0u is the dev at the moment for both the chaos one and umod I believe.
-
I mean this in the most kindest way, not trying to be condescending because text messages do not relay body language, facial expressions, nor can you hear me laughing and making an honest friendly reply. But ... I don't think K1lly0u is going to want to account for every type of arena or battle royal event available or out there ... when it would be easier for those who develop these arenas to realize and account for servers that use CLANS. Also, there are only a couple CLANS plugins out there that people use... and dozens of Arena events. So without playing tennis and tossing the ball of responsibility back and fourth over who should do what... in your professional opinion who do you think should be accounting for Clan FF damage in an Arena they released and expect to sell ... when so many servers use Clans? If you aren't sure how this would occur, just DEV to DEV ask K1lly0u how to disable FF for your Arena event, I am sure he would tell you as more support he gets for his plugin, the more likely people are to use it and the more support you provide for CLANS, or even FRIENDS ... the more servers are likely to obtain your Arena(s). Solo or even Duo, trio players who play as a team can kill one another. Clan mates... cannot. The odds are not exactly equal. Know what I mean?
-
I feel like this may have been an oversight. Will explain ... Servers that use the CLANS plugins usually have FF (friendly fire) enabled by default for the clan mates, and sometimes allies if the alliies config option is enabled to FF allies. This is also something players can usually toggle on or off in game with /cff command. Earlier today I had a clan playing and they all had to toggle FF off in order to kill each other in the arena. Possible to have this plugin automatically disable FF when players join?
-
- 210 comments
-
- 1
-
-
Participants automatically receive rewards, but the winner of the event has to manually claim it. This is a little inconsistent and causes confusion. May I suggest you make it so rewards are automatically given and remove the manual accept step... I am having to remind players who ask why they didn't get rewards that they needed to manually accept them. If they didn't win they automatically received participation, then when they do win they just assume it's the same and forget to accept them ... people are complacent with chat, so its easy to miss. Also, it would be good motivation I think if global chat at the end of the match, when it announces the winner it also shows what he/she received as a prize(s), and what each participant received for partaking... or at least provide a couple different toggles so people can choose what to display. Great plugin though, players love it.
- 210 comments
-
Amino, I added 3 skins yesterday (/addskin), worked perfectly fine... skins were there, they were selectable. Server restarted last night and today the skins I had added were no longer there. I re-added, and works fine but I suspect on tonight's restart that by morning those skins will be gone again. Am I missing something, or this a known issue ... adding skins is only temp until server restarts?
-
Don't know what to say Amino, I was crossing my fingers that it wasn't this plugin either but I'm not a complete server noob. lol I didn't have issues until I loaded this plugin. I unloaded skinner properly, and all traces of skinner. I loaded Skin Controller ... pretty straight forward, easy, very nice. Proper permissions are set, the configuration super simple. Immediately after that, started getting the rubber banding issues sporadically. Giving this plugin the benefit of the doubt I started down the process of elimination. I started to literally unload every other plugin in the hopes the banding issues would go away and figure out which one was having issues, it wasn't until I unloaded Skin Controller that it went away. But sure, maybe a coincidence, never know... right. I reloaded all plugins, even restarted the server... made sure server, oxide were 100% up to date. Even removed some older plugins, replaced with premiums thinking ok maybe a conflict somewhere even though very unlikely, but that didn't fix the issue ... every time it happens, all I have to do is oxide.reload SkinController and BAM 2 seconds later no more rubberbanding. I literally just had to do it again 20 minutes ago. Does that not sound little too coincidental, that when I reload this 1 plugin the banding issues stop? I've played on RustMania long enough to see hundreds of data dumps and very rare do they cause or coincide with the rubber banding issues I see on your 10x, and its not player count because it does it when there are 20 players, and 80+ players. Yes I've seen lag on those data dumps / saves but not the rubber banding where you run, get set back, run, get set back, run, get set back for literally what feels like minutes. But I could see how you would think that its your guys data dumps as your 10x has a lot of entities to backup. Are you aware of your plugin having any issues with any other plugins, maybe even just guestimate as to whether any other plugin MAY have issues or conflicts?
-
I have noticed since installing Skin Controller, some SERIOUS lag issues every once in awhile... like crazy rubber banding that comes and goes sporadically at no set interval but happens enough to notice. I have 32GB of dedicated memory on this server host, premium setup... it should not be having issues like this with a lower population of around 10 - 15 players, medium qnty of plugins. Plus I have never had this issue until I unloaded and removed Skinner and installed Skin Controller. t's almost like there is a memory leak, or something is happening at set intervals that slaps a huge drain on server resources. This isn't just on my server, it is the exact same sort of rubber banding you guys have over on RustMania so I'm sure you know what I am talking about. You can play anywhere between 1 - 4 hours just fine and then BAM rubber banding galore until it goes away or I manually reload the plugin as that is the only way I can get it correct itself quicker. Love the plugin man, but the rubber banding is a real drag, what's causing this?
-
Amino, This is the problem, they are indeed SETTING a skin, they select one, they hit SET... back out, then go type in /skinitem but it does not work... not unless they have manually setup a managed outfit first. Why should skinning an item like a box require they have to setup 1 managed outfit first. I hope that makes sense... Therefor my suggestion was, make it so every player that loads /skin for the first time gets given a default managed outfit they can later change in managed outfits. This would resolve the issue., least if they were given a default when they hit SET it would work after that when they use /skinitem. But again, in your plugins current state without them setting up at least 1 managed outfit ... manually ... then /skinitem does not work.
-
Amino, I received complaints from a few players that the /skinitem command wasn't working for them, while others didn't experience any issues. They were part of the same group and had the same permissions, so it didn't make sense. It turned out that the only difference was that the players for whom /skinitem was working had already set up one or two default profiles under "Manage Outfits." Once the other players did the same, /skinitem started working for them. Is this behavior intentional, or is it a bug? Currently, I can foresee this becoming a significant inconvenience if I have to individually explain it to each player trying to skin an item that has already been placed. Would it be possible for players to be assigned a default profile by default, allowing them to change it or rename it later under "Manage Outfits"? This way, if they open /skin, set the skin, exit, and type /skinitem, it will work without the need for a brief tutorial on managing outfits just to get started.
-
- 84 comments
-
I don't have any other plugin that modifies stacks, so not sure why another plugin would make this one restack another set stack, on the last stack just by reloading this plugin. Are you aware of any other plugins that can cause conflicts with yours?
-
Seems to be resolved now, site loads without the suspended notice and images are working again.
-
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?
-
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.
-
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?
-
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
-
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?
-
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?
-
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
-
- 273 comments
-
- 1
-
-
- #protection
- #base
- (and 5 more)