HighOnTek
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Everything posted by HighOnTek
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- 2 comments
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You have a 1.0.1 update, but your .cs version only shows 1.0.0 still... I manually updated it so my updater would stop telling me there is an update. lol But you may want to update that so its correct to your posted version.
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Having same issue ... timezone states its UTC which is a 7 hour GAP to my zone PST. However I tried using the timezone and set accordingly ... it never activates raid protection on its own.
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@AhigaOThe plugin works absolutely great, for limiting offline raids to a set schedule. I need to change the verbiage I believe because some players think SAFE TIME means no raids period, not realizing it just means no offline raids during safe time, and RAID TIME means you can offline. But that aside, great way to limit raids to online only. Feature Request though... if at all possible with this plugin. I love the SCHEDULE GUI, its very visual. I want to use this plugin on another one of my servers... a server where I want a set schedule to stop raids / damage 100% period during set times. So for example 11:00pm STOP ALL RAIDING (offline and online) 100%, until the following morning... when it's 8:00am START ALL RAIDING (offline and online)... or am I missing something, is there a way to already set this RTM up so it stops online and offline raids 100% on a set schedule? ... if not, adding this would give this plugin so much more flexibility for more servers.
- 210 comments
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- 5 comments
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Can go in and out of the large rock at top left corner of L14 area... you can see into it, crawl into it and view out... from outside you can just see straight through it on 2 sides.
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- 5 comments
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Anyone whose bought and used this map yet, can you comment on the availability of flat areas for larger clan base builds? Based on what I see in the map overview it looks like the ice lake is the only decent spot, not a lot of super shallow water surrounding the shores for larger clan builds... but pictures can be deceiving, so hope someone can comment and let me know roughly how many places exist that can accommodate 5 - 8 man clan builds.
- 5 comments
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- 87 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 reverted back to v1.3.3 because 1.3.4 kept producing this error when attempting to update it to your latest version... even after all Oxide and rust updates have been applied. 1.3.3 does not produce an error and compiles fine. Log Detail Below 20:13 [Error] Error while compiling AdminMap: The type or namespace name 'HarmonyLib' could not be found (are you missing a using directive or an assembly reference?) | Line: 14, Pos: 7
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- 39 comments
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- 39 comments
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I see your point, 100% ... Radius would work better for most instances. The option to toggle between the two would be good for sure. It might be worth adding another config option that'll help maintain this a bit and that is to also add the ability maybe to limit the number of TC's per solo player / clan. So for example purposes admin could set 1 Sam site per TC, 20 Turrets per TC radius, but then set a limit to the # of TC's a player/team/clan can have to ensure players aren't TC spamming 20+ TC's all over to circumvent? ... just a thought, not sure if possible.
- 87 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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@The_Kiiiing Apologies if this is a stupid question, but can you explain to me what the "w" rating is for when it comes to quarries? Sulfur Quarry shows 2w by default, I see its editable. The w seems to stand for work required ... does this mean, the lower the number, the faster the quarry will be at processing diesel barrels or is the other way around, the higher the number the faster?
- 1,039 comments
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- #loot
- #customloot
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@Scalbox Feature Request ... or make new plugin? Include ability to limit SAM sites as well per TC, for both default and VIP. I realize this has turret in the name already but I think adding the ability to limit SAM sites as well per TC, will really compliment this plugin. There are other limit plugins out there but most of them focus on building material limits, when some people just want to limit turrets and Sams... hope that made sense. Thx & keep up good work!
- 87 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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Just got this map, so far I like it... however HQM Quarry doesn't allow players to check the hopper, to get processed resources. Sulfur Quarry doesn't allow players to START the engine.. same goes for the lowgrade / crude quarry / pump at trainyard. The stone quarry works absolutely fine ... just some of the quarries are fckered. Any reason why?
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@Aminolooks like the skins aren't saving again, import a skin and after a restart its gone.
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@Amino, any update on this... I agree with Cups, the settings one would be nice to have resolved. I've no problem self hosting the images if you could at least SHARE what was there, so I don't have to monkey around trying to find one that looks good, and is right size... as I don't even know what the sizes should be.
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The markers show up after permission is given, the markers do not go away once permission is removed. Is there not a way to enforce marker removal once the permission is revoked vs. waiting for a player to logout and back in again?
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Ran into a situation here, that was resolved by unloading this plugin and restarting the server. I have confirmed twice now with this plugin that its caused the same god mode issue... and if not by itself, then its triggered when vanish (umod admin plugin) is also used. Backstory, in the hopes it allows you to try and replicate. I picked up this plugin to temporarily give a normal player (a streamer) noclip during a raid event that was taking place. He could noclip and be in vanish mode for the stream, so he could cover it all from the air. When the event concluded, he came out of vanish, and no clip... I removed both perms ... the next day (no server restart had occurred yet) the player let me know that he was literally invincible. I confirmed, he was in god mode somehow. Least to say I unloaded noclip, restarted and it was resolved. I had him enable vanish once I gave him perms again, he came out, I removed perms and he had no god mode. So I reloaded noclip, had him replicate everything and sure enough after removing his perms again, he was somehow in god mode again. This is an odd one, but hopefully you can resolve.
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I accidentally clicked on adminmap playermarkers.wl while I was looking at a players perms. Now this player (thankfully he's trustworthy) has little green player markers on his map... even though I instantly removed the perm once I realized I accidentally enabled it. I have tried unloading adminmap, it made no difference... map markers are still there. He literally has visibility of all players on the map with these markers and he does not have the perms. This should be fixed ASAP, thankfully this was with a single player and not the entire default group. lol
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- 29 comments
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- 37 comments
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- #restart
- #autorestart
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@The_KiiiingUpdate? FW is coming and I am switching from AlphaLoot to this ... be nice to see the images so I can visually know what i'm setting. lol