Jump to content

HighOnTek

Member
  • Posts

    364
  • Joined

  • Last visited

Everything posted by HighOnTek

    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
  1. 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
  2. The Max Protected Time (hours) setting does not appear to be working, or stops working at some point. This issue has been raised to me now, on 2 different servers. If it helps, I've included my configuration below. Basically the way I configured this ... online protection is 0%, person can be raided 24/7 if they're online. Offline protection though is set to 100% after 5 minutes of the player(s) logging off (15min if they're taking damage). The offline protection though is supposed to be a max of 24 hours if they've not logged back in, within that time frame... and if they log back in, it renews the 24 hour protection. That is my understanding of the below configuration setup. However 24 hours comes and goes, the base is still 100% protected. I've tested this on bases where players haven't logged in over 5 days and they were still 100% protected from offline raids. { "Enable Logging": false, "Enable Ledger": true, "Enable Console Messages": true, "Chat Message Icon ID": 0, "Commands": { "Admin": "tc", "Protection": "pro", "Levels": "lev" }, "Protection Settings": { "Protected entities": { "Buildings": true, "Deployables": false, "Traps": false, "Loot Nodes": false, "Authed Players": false, "Unauthed Players": false, "NPCs": false, "Animals": false, "Vehicles": false, "Horses": false, "Electrical": true }, "Protected from": { "Authorized Players": false, "Unauthorized Players": true, "Attack Heli": true, "NPCs": true }, "Protection levels": [ { "Rank": 1, "Online protection percentage (0-100)": 0.0, "Offline protection percentage (0-100)": 100.0, "Hourly cost per authorized player": 0.0, "Hourly cost per floor": 0.0, "Hourly base cost": 0.0, "Cost per damage protected": 0.0, "Max protection time (hours)": 24, "Delay for offline protection (seconds)": 300, "Delay after taking damage (seconds)": 900, "Damage resets timer when owner is offline": false, "Allow tugboat protection": true, "Founder Limit": null } ], "Admin owners removed when deauthorized": true, "Award remaining balance when cupboard destroyed": true, "Allow max deposit": true, "Allow balance withdraw": true, "Allow protection pause": true, "Panel Tabs": { "Offset X": 0, "Offset Y": 25, "Tab Width": 200 }, "Currency item (if not using ServerRewards or Economics)": "scrap", "Protect twig": true }, "Image Settings": { "Status Protected": "https://i.ibb.co/f4qRcGk/protected.png", "Status Unprotected": "https://i.ibb.co/8KHF4Bz/unprotected.png", "Status Info": "https://i.ibb.co/f9KSv7G/settings.png", "Status Toggle": "https://i.ibb.co/FmBxdDf/toggle.png", "Status Refresh": "https://i.ibb.co/r3w1NPV/refresh.png", "Info Owners": "https://i.ibb.co/mChVXHJ/key.png", "Info Costs": "https://i.ibb.co/Nrd48VW/money.png", "Info Check": "https://i.ibb.co/XbThxdm/check.png", "Info Cross": "https://i.ibb.co/6r2mx5t/cross.png" }, "Indicator Settings": { "Enabled": true, "ShowBalanceDeducted": true, "FontSize": 18, "AnchorMin": "0.80 0.9", "AnchorMax": "0.80 0.9", "OffsetMin": "0 0", "OffsetMax": "64 64" }, "Custom Status Framework Settings": { "Popup Attack Indicator": true, "Persistent Status For Owners": true, "Persistent Status For Non Owners": false, "Popup Status When Hammer Equipped": true }, "Simple Status Settings": { "Text Value": "duration", "Always Show For Owners": false, "Always Show For Non Owners": false, "Show When Holding Hammer": true, "Show When Attacking": true, "Show Balance Bleed When Attacking": true }, "Notify Settings": { "Protected Type": 0, "Unprotected Type": 0 }, "Plugin Integration": { "Economics": false, "Server Rewards": true, "Custom Status Framework": false, "Simple Status": false, "Notify": false, "Clans": true, "Abandoned Bases": false, "Skill Tree": true }, "Version": { "Major": 3, "Minor": 4, "Patch": 7 } }
  3. 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.
  4. @ScalboxI'm about to implement this for upcoming FW on the 6th. When do you think you'll add that map wide limit to the # of SAM's a player can spawn, not per radius but for whole map? 🙂
  5. @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.
  6. @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.
  7. HighOnTek

    MarketStation

    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.
  8. I saw that. It looks interesting ... is there a server I can go to that has this plugin installed... so I can check it out, and try it first hand?
  9. @CASHRDoes this support Server Rewards, and is this 100% up-to-date and working still?
  10. 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. 🙂
  11. 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. 🙂
  12. @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.
  13. 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.
  14. @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. 🙂
  15. Trainyard, T13 lower left side ... there is this ladder access point to the lower tunnels ... from above it shows dirt, from below you can see out perfectly. This can be exploited by players below to shoot players looking down if you just make some noise and tempt them to come and look at the dirt. If this makes sense... should probably be fixed. lol
  16. HighOnTek

    NpcRaiders

    For permissions, what does npcraiders.bypass do, and can you update the description please so people don't have to scroll through 100+ comments to see if this was discussed and added at some point? 🙂
  17. @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.
  18. HighOnTek

    Serene Isle

    I'm using TeleportationGUI from Chaoscode. But it would work the same as the free version found on umod... Question, this fishingvillage, is it possible to still call it Bandit Fishing Village on the MAP, but on the backend rename it to outpost so /outpost works? Reason being, /outpost or /bandit is usually the norm for almost all servers that use teleportation plugins, most players will automatically try /outpost and will never know its /fishingvillage unless owners and admins really put a special emphasis on it, you know... naming schemas for custom outposts, should remain as outpost... with yours being combined with bandit I would still use outpost as its the most frequently used teleportation location. Thoughts?
  19. HighOnTek

    Serene Isle

    I don't see outpost or bandit camp on this map. So quick question ... what are they, if they're custom? Also, for teleportation plugins ... most people type in /outpost and or /bandit to get to those 2 locations. Will your map take players to the custom locations, and if not what names need to be used instead of the standard /outpost and /bandit ?? Thanks
    Does as advertised, and works as expected. Very simple plugin to setup and implement within minutes... thanks.
      • 1
      • Love
1.7m

Downloads

Total number of downloads.

8k

Customers

Total customers served.

121.2k

Files Sold

Total number of files sold.

2.5m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.