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Everything posted by snapple
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- 4 comments
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- #tools
- #madmappers
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I don't think providing information in your plugin in a more user friendly way is overcomplicating anything. If you don't want to, that is a perfectly good reason to use. For the suggestion of maintaining an additional list and 3rd party plugin, surely you can see the irony in over complicating. Thanks for your consideration.
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Obviously I can't help with refunds, but it is a one line change to remove turrets from whatever profile you want "Kill These Prefabs After Paste": ["assets/prefabs/npc/autoturret/autoturret_deployed.prefab"], You can also change the door types within profiles: "Change Door Type To": { "Wooden": false, "Metal": false, "HQM": false, "Include Garage Doors": false },
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- 12 comments
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- #hapis
- #hapisisland
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(and 1 more)
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This system is seriously impressive. I laughed out loud when I was testing in game, then get a notification in discord that I said a testing trigger word and was able to read the transcript, see who was nearby, and even listen to my own voice from discord. No more he said she said bs. This was a game changer. Highly recommended for moderation.
- 7 comments
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- #voice
- #moderation
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Would it be possible to add an API for Skill Tree to check if a planter box is defended or not? Currently with Skill Tree players can non-stop clone plants that do not belong to them getting blocked by your plugin, but Skill Tree sends through the "Bonus" This is what was suggested to me by Skill Tree developer. That or make it work at Harmony level, but I have a feeling adding an API might be easier.
- 7 comments
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So to preface this, I run a PVE server which is heavily modified. I have ~170 plugins - Lots of NPCs, events, ST, all that fun stuff. I often see within a few days 300k+ entities. All this leads to some less than ideal client performance as well as server performacne. So I reached out to Death, got him what he needed to get started on the profiling and thought I would hear back in 24 hours. Not even a couple hours later, he found some major issues with hooks being called too often and a handful of other issues that was resulting in an extreme amount of garbage collection and lag. He had a fix ready for some and in the process of creating other fixes already. The difference was night and day after applying all changes. Client performance went from feeling stuttery and laggy at 40 pop, to actually being smooth as hell, even with the server hitting max pop of 100 for the first time and the following 3 days after. All this to say - I cannot recommend this enough. It was actually kind of crazy the difference it made. Server FPS wise, 170 plugins + 100 online + 500 offline and 300k+ ents, its hard to really get good numbers there without significant work. But it was absolutely more stable. Not seeing huge frame time spikes on saves, GC pressure has gone down by a large margin, and overall everything seems to be working better. NPC movement is smoother, patrol heli seems to function better, and general in game plugin performance feels much smoother. I should note - I did pay further for a plugin to be created with other optimizations and patches, but it was well worth it. No shot my server a week ago would have been able to comfortably withstand 100 online for a few days in a row without the help of Death. 6 out of 5 stars!
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Adding skins is tedious and gets old quick if you process a lot of skin requests... Being able to just type !acceptall is so nice. This should have been one of the first bots I got for my server after now manually adding over 1000 skins. SrMiller is also very respectful and quick to help or respond to questions when he is available. Highly recommend.
- 86 comments
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The PVE Mode suggested is an additional layer. There is an extension literally called PVE Mode available here on Codefling which could be used. Otherwise some plugins create a zone based off the "owner" of the event which is determined by doing damage or some sort of interaction with the event and thus prevent anyone else from entering the zone or looting/killing anything inside the event zone. This helps prevent 3rd parties coming into the event and potentially stealing loot.
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- 120 comments
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- #creative rust
- #building
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- 120 comments
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- #creative rust
- #building
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(and 1 more)
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- 120 comments
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- #creative rust
- #building
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(and 1 more)
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TugMe by bmgjet does most all of this and then some
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For AutoReply, would it be possible to have a per message autoreply cooldown rather than an overall cooldown? For example, if there was an automated response with a target for "wipe" and one for "admin"... One group could talk about wipe and get the automated response, then go on cooldown for a couple minutes because it doesnt need to spam. But during that minute someone else asks for admin. They don't get the response due to automated response being on cooldown because of "wipe". I could just make it a short cooldown and let it sing, but thought that this would be a nice QOL feature.
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Hello! Really like this idea! Just had a couple quick questions about this. Does this poll show to only currently online or does it show to anyone who logs in while the poll is active? Are there any permissions to view the poll? For example if I had it viewable/voteable to players only after X amount of time spent on the server? Thanks for the info!
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I disagree with the thinking that the timer balance is the solution. (it's already short but not the point) As well as having to advise people to do things a specific way because me as a server owner can't clear ownership of an event. The fact that the server owner can't clear player ownership of an event seems like a large oversight and well within the scope of this paid extension. I don't care about players using the requested command, even though I know some would. It bothers me that I don't have any control over it whatsoever short of unloading the entire extension.
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Can a command be added for a player to remove themselves of ownership of an event? As well as an admin command to remove ownership of an event? For example, a player starts taking convoy or train dies n gets frustrated so they decide they dont want to do it... Now players have to wait for ownership to open despite the owner giving up. Shortening time of ownership isn't really an option as if they die on the other side of the map they need time to travel back. Just something like /clearowner and it will clear the nearest event or event your inside the radius of.
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I initially asked nivex about it, because I had a couple questions regarding Bradley damage... But what I was told was this: "they'd need to use the CanEntityTakeDamage hook. otherwise TruePVE will block it if you dont have rules that allow it" But having rules in tpve that allow it would be less than ideal lol. Hope that helps!
- 238 comments
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- 238 comments
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- 238 comments
