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Everything posted by HighOnTek
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- 26 comments
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- #map
- #synecdoche
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Absolutely love this map, its on my WISHLIST for now ... I want it, but in order for it to really work for my player base there needs to be more flat land or flat shallow water for larger clan bases. I've played this map elsewhere roughly 3-4 months ago and thoroughly went all over this map, there was really only 1 spot for larger bases. If you do any revisions in the future, could you utilize the shorelines a bit more ... extend the available flat areas to accommodate larger 5 - 8 man clan base? Pretty please ...
- 26 comments
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- #map
- #synecdoche
- (and 8 more)
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If you end up doing a revision at some point... players have asked for more places to build larger bases... like 5 - 10 man clan type bases. IE. shallow water that extends out a bit further in more places around the map would probably do it, maybe an larger ice lake somewhere. Right now seems to be catering to small - medium size bases only so really limits this map IMO to Official, Vanilla or 2-3x servers. Anything higher than a 3x where players tend to utilize those extra resources for larger builds, this map doesn't really accommodate. Just a thought .. some feedback. Otherwise everyone loving it.
- 13 comments
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- 2
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- #custom procedural
- #custom cliffs
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(and 3 more)
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Digging the new map, looks good ... I picked it up earlier today for wipe. So far positive reviews from the players. But there is one common complaint... and maybe something to consider for future version updates... maybe leave few of those dried up creeks / streams with active fresh water so there is more pumpkins and corn. Some players like to build close to renewable food sources and this map lacks that ... unless building up around S9/S10, that's the only place I've really seen any sort of renewable pumpkin and corn food sources. But aside from that, so far so good man. Another request as well, I enjoyed playing Synecdoche one of your other maps. Why is it not here on Codefling, can you bring it here???
- 13 comments
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- 2
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- #custom procedural
- #custom cliffs
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(and 3 more)
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@AminoI recently switched to Kitcontroller... noticed though that notes do not save any TEXT that may be written on them when attached to a KIT. Previously, using free Kits plugin for my auto (spawn) kit, I had a note that would remind them to redeem free kit, visit the discord channel and had a link. Although the note shows in the spawn kit, the text I had does written in it not. Not a big deal, I can go without and just add the information into the welcome panel... but might be worth fixing / adding.
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Great plugin, and with the new addition to this plugin where you can limit the number of turrets a player or clan places, fantastic work and the dev is super quick to respond, and or listen to feedback. Look forward to seeing what else he puts out ... maybe one that limits TC's, to stop TC spamming. lol
- 109 comments
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- 1
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- #auto turret interference
- #auto turret
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(and 22 more)
Tagged with:
- #auto turret interference
- #auto turret
- #turret interference
- #interference
- #auto turret no interference
- #no interference
- #turret
- #turrets
- #radius
- #turret radius
- #auto turret radius
- #autoturret
- #autoturret radius
- #autoturret interference
- #auto turret target scan
- #auto turret health
- #auto turret range
- #auto turret bullet speed
- #auto turret aim cone
- #auto turret damage scale
- #auto turrets rotation angle
- #auto turrets viewing angle
- #auto turrets target scanning
- #auto turret attack range
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- 109 comments
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- #auto turret interference
- #auto turret
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(and 22 more)
Tagged with:
- #auto turret interference
- #auto turret
- #turret interference
- #interference
- #auto turret no interference
- #no interference
- #turret
- #turrets
- #radius
- #turret radius
- #auto turret radius
- #autoturret
- #autoturret radius
- #autoturret interference
- #auto turret target scan
- #auto turret health
- #auto turret range
- #auto turret bullet speed
- #auto turret aim cone
- #auto turret damage scale
- #auto turrets rotation angle
- #auto turrets viewing angle
- #auto turrets target scanning
- #auto turret attack range
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I'll be implementing the new limits this FW on my 10x, please let me know if I understand this correctly. But my below configuration basically allows. 40 Turrets, within 40 radius ... but if they only do say 40 on 1 base, they can go and do another 40 on a second or third (raid) base... giving them a max of 80, and no more than that. Correct? I suspect this is correct, but looking for confirmation in case it doesn't work this way on Thursday and I see players with 200 - 300+ turrets again. lol "RolePermission": { "default": { "Force the maximum number of Auto Turrets for player or entire clan/team (-1 no limit). Default -1": 80, "Player Auto Turrets without interference limit": 40, "Radius within which the system checks for other turrets (lower = more turrets)": 40 }, "vip1": { "Force the maximum number of Auto Turrets for player or entire clan/team (-1 no limit). Default -1": 120, "Player Auto Turrets without interference limit": 80, "Radius within which the system checks for other turrets (lower = more turrets)": 40 }, "vip2": { "Force the maximum number of Auto Turrets for player or entire clan/team (-1 no limit). Default -1": 120, "Player Auto Turrets without interference limit": 80, "Radius within which the system checks for other turrets (lower = more turrets)": 40 }, "vip3": { "Force the maximum number of Auto Turrets for player or entire clan/team (-1 no limit). Default -1": 120, "Player Auto Turrets without interference limit": 80, "Radius within which the system checks for other turrets (lower = more turrets)": 40
- 109 comments
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- #auto turret interference
- #auto turret
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(and 22 more)
Tagged with:
- #auto turret interference
- #auto turret
- #turret interference
- #interference
- #auto turret no interference
- #no interference
- #turret
- #turrets
- #radius
- #turret radius
- #auto turret radius
- #autoturret
- #autoturret radius
- #autoturret interference
- #auto turret target scan
- #auto turret health
- #auto turret range
- #auto turret bullet speed
- #auto turret aim cone
- #auto turret damage scale
- #auto turrets rotation angle
- #auto turrets viewing angle
- #auto turrets target scanning
- #auto turret attack range
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Thank you. Would it also be possible to add a minimum number of minutes a player must play in order to renew his/her raid protection if the "Max Protection Time (hours) is being used. IE. Max protection time 48 hours, but if player(s) log in to renew his 48hr protection he must play minimum 1 hour to renew. Not just login, then log out.
- 299 comments
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- #protection
- #base
- (and 5 more)
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@Mr01samWould it be possible to separate stone, wood, ice external walls, from being included in building protection? Right now they appear to fall under building protection and can't be destroyed... or, alternatively add an area in the config where admins can add an exclusion list of prefabs they don't want to players to protect. Then people can add things like windmills, or whatever they want ... as those too also seem to fall under building protection as they're still protected even if electrical is set to false.
- 299 comments
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- #protection
- #base
- (and 5 more)
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@CodeflingPossible to improve upon the MAPS section, allowing map devs to add more (preconfigured) tags... but also making those tags available as filter options? Example. Map dev posts new map for sale, or for free... he selects tag (1000+, 2000+, 3000+ or 4000+ for map size). Then when user is looking for a map that is within 2K - 3K they can just select filter by map size 2000+ and should see all maps within 2000 to 2999 map size. Then they can decide how to sort from there. I think this would be a great feature to help buyers narrow down maps faster, but also help sellers properly categorize the maps size wise. Adding prefab quantity as well, at least to the sort options would be GREAT !! Some buyers are looking for FPS maps, and right now it takes a very long time to just sift through map after map looking for right size and right number of prefabs.
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If someone sets up a station (computer), to sell ... do buyers need to use the same station (computer) to buy, or can players buy from any computer station they setup themselves? Hope that made sense. I just want to know if 10 players, with their own computer stations in-side own bases.... can buy and sell amongst themselves or if players can only buy from the exact same computer station that was used to sell... limiting peoples ability to buy from everyone, from a single station.
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Question. "Force the maximum number of Auto Turrets for player or entire clan/team (-1 no limit). Default -1": -1, -1 = no limit ... but do i just insert a value in here. Example: "Force the maximum number of Auto Turrets for player or entire clan/team (-1 no limit). Default -1": 40, ... And this would make max # of turrets = 40 ?? Only reason I ask is because I would have assumed this setting was either True / False or On/Off (0/1) and then if True, it takes the value below this line for player auto turrets and uses that set # (which is 40 by default), then disables the radius setting since its map wide now instead. if I enter a value here that's ok, but this is another way of looking at it as well.
- 109 comments
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- #auto turret interference
- #auto turret
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(and 22 more)
Tagged with:
- #auto turret interference
- #auto turret
- #turret interference
- #interference
- #auto turret no interference
- #no interference
- #turret
- #turrets
- #radius
- #turret radius
- #auto turret radius
- #autoturret
- #autoturret radius
- #autoturret interference
- #auto turret target scan
- #auto turret health
- #auto turret range
- #auto turret bullet speed
- #auto turret aim cone
- #auto turret damage scale
- #auto turrets rotation angle
- #auto turrets viewing angle
- #auto turrets target scanning
- #auto turret attack range
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- 109 comments
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- #auto turret interference
- #auto turret
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(and 22 more)
Tagged with:
- #auto turret interference
- #auto turret
- #turret interference
- #interference
- #auto turret no interference
- #no interference
- #turret
- #turrets
- #radius
- #turret radius
- #auto turret radius
- #autoturret
- #autoturret radius
- #autoturret interference
- #auto turret target scan
- #auto turret health
- #auto turret range
- #auto turret bullet speed
- #auto turret aim cone
- #auto turret damage scale
- #auto turrets rotation angle
- #auto turrets viewing angle
- #auto turrets target scanning
- #auto turret attack range
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Yes please, limiting turrets in general MAP wide for a clan... would be a great addition and option for those who want to use it. Stops some clans from slapping up 200+ turrets across the whole map. Might also be worth adding this same feature to the SAM plugin you just released. Even though I bought it already I haven't had a chance to implement it, probably won't until wipe... but limiting SAM's per player/clan MAP wide would also be ideal. Plus keeps your two plugins consistent with one another.
- 109 comments
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- #auto turret interference
- #auto turret
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(and 22 more)
Tagged with:
- #auto turret interference
- #auto turret
- #turret interference
- #interference
- #auto turret no interference
- #no interference
- #turret
- #turrets
- #radius
- #turret radius
- #auto turret radius
- #autoturret
- #autoturret radius
- #autoturret interference
- #auto turret target scan
- #auto turret health
- #auto turret range
- #auto turret bullet speed
- #auto turret aim cone
- #auto turret damage scale
- #auto turrets rotation angle
- #auto turrets viewing angle
- #auto turrets target scanning
- #auto turret attack range
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- 109 comments
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- #auto turret interference
- #auto turret
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(and 22 more)
Tagged with:
- #auto turret interference
- #auto turret
- #turret interference
- #interference
- #auto turret no interference
- #no interference
- #turret
- #turrets
- #radius
- #turret radius
- #auto turret radius
- #autoturret
- #autoturret radius
- #autoturret interference
- #auto turret target scan
- #auto turret health
- #auto turret range
- #auto turret bullet speed
- #auto turret aim cone
- #auto turret damage scale
- #auto turrets rotation angle
- #auto turrets viewing angle
- #auto turrets target scanning
- #auto turret attack range
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@ScalboxIs this limit per TC or per area? I have a player who came to me, let me know he exceeded the limit ... which is already set pretty high. Although not all his turrets are active, he has more than he should. The only thing I can really see maybe allowing this is he 1 main base with like 6 or 7 TC, then has another base with 1 TC, and another base with 1 TC. He has turrets at every base ... Possible to add a configuration option that makes it total turrets map wide, period? While still respecting the increased size if someone is VIP in the clan... they get few more.
- 109 comments
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- #auto turret interference
- #auto turret
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(and 22 more)
Tagged with:
- #auto turret interference
- #auto turret
- #turret interference
- #interference
- #auto turret no interference
- #no interference
- #turret
- #turrets
- #radius
- #turret radius
- #auto turret radius
- #autoturret
- #autoturret radius
- #autoturret interference
- #auto turret target scan
- #auto turret health
- #auto turret range
- #auto turret bullet speed
- #auto turret aim cone
- #auto turret damage scale
- #auto turrets rotation angle
- #auto turrets viewing angle
- #auto turrets target scanning
- #auto turret attack range
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Yes & No ... I used to charge scrap to enable protection, now offline protection is just enabled for free ... after set # of minutes have passed when user logs out. However that protection expires within 48 hours, so abandoned bases can still be raided. However if user logs in again within 48 hours, it resets the timer from the looks of it... but players could literally login, then out again and it would reset time... I would like to enforce set # of minutes required playtime in order to reset the 48 hour offline protection. So instead of logging in and out, player(s) would be required to at least be online for <??> number of seconds / minutes... in my case I'd enforce 1 hour playtime in order to reset the 48 hour offline protection.
- 299 comments
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- 1
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- #protection
- #base
- (and 5 more)
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@Mr01sam Feature Request... Possible to add a configurable option to allow players to reset offline raid protection? Example: 100% offline raid protection, set for 48 hours. If player(s) do not login within 48 hours there base becomes raidable even if offline. However, if someone logs in and plays for <set time> then the 48 hour raid protection resets and starts over. Keeping them safe while they're offline. The set time could be playtime must be => 2 hours (7200 seconds) or something like that... can be reset by any TC owner / clan (team) member. I'm thinking this would be a great feature, and ensures someone is always logging in and checking on base, maintaining it to ensure raid protection remains in-tact, and resets.
- 299 comments
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- #protection
- #base
- (and 5 more)
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@RIPJAWBONES Feature Request ... some maps use custom outpost or bandit, sometimes both ... those break this plugin, least they do for me. It would be great if there was a way to SET outpost and bandit via command... like /setoutpost and /setbandit so for custom maps, this plugin will always work and if there is no outpost or bandit period, then still allows owners / admins to set these to some (custom) monument of choice.