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snapple

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Everything posted by snapple

  1. snapple

    Train yard monument

    No, the look/layout did not change. It was just a prefabID change that messed with a bunch of custom maps + RustEdit... Happened early Nov
  2. It's nothing personal. I waited literal months before bringing it up again at this point because yeah, I am unsure if this was something actually worked on by the Developer or brought to his attention. This is an incredibly annoying bug that I have dealt with quietly with and have had to deal with a ridiculous amount of drama over. I don't understand why this can't be fixed over the course of all these months. I just wanted to try and bring it up to the developer, not just support.
  3. snapple

    Train yard monument

    It would seem the plugin does not detect trainyard and put a bradley there. I am having to manually create pathing for trainyard. Is this related to the PrefabID change made recently by FP?
  4. Currently it just locks loot (well just the corpse, not the crate that can drop). This is inadequate for a fight that can last ~10+ minutes. Please add in the ability to lock damage to the boss only from the specific player/team who does a configured amount of damage. Example config of what I am requesting below. "PVE Mode Setting (only for users PveMode plugin)": { "Use the PVE mode of the plugin? [true/false]": true, "The amount of damage that the player has to do to become the Event Owner": 500.0, "Damage coefficients for calculate to become the Event Owner": [ { "Type of target": "NPC", "Damage Multiplier": 1.0 } ], "Can the non-owner of the event loot the crates? [true/false]": false, "Can the non-owner of the event hack locked crates? [true/false]": false, "Can the non-owner of the event loot NPC corpses? [true/false]": false, "Can the non-owner of the event deal damage to the NPC? [true/false]": false, "Can an Npc attack a non-owner of the event? [true/false]": false, "The time until the end of Event Owner status when it is necessary to warn the player [sec.]": 60
  5. To preface this - I provided video proof of this ~10-12 weeks ago, and this is still plaguing my server with people stealing these crates. "The path to the crate that appears at the place of death (empty - not used)": "***", This crate (any crate hence the '*') that appears, does not fall under the protection of PVE mode. The backpack which is dropped is protected. The crate is not. Again, I provided JBird multiple videos of proof of this, configs, all that in a madmappers ticket. If you need to see these, please reference that as I am not sure you were ever made aware.
  6. I would definitely like to see PveMode brought to the event. Or some kind of locking mechanism for PVE servers to try and combat folks stealing events from other players.
  7. snapple

    Turrets targeting guards

    I tried reaching out on Discord, but your DM's are locked to only friends. Didn't want to bother you here with what is a small edge issue. I run a PVE server where I have truepve setup to allow player turrets to target NPC's, and if I manually start up the event the turrets that spawn take out all the guards of the event. I haven't tested to see if this still happens if I reapply the flag turretsignorescientists, but I am assuming since you hadn't noticed it and that it is default config, the problem is likely due to this different setup. Hopefully that makes sense. Let me know if this is an easy fix or if you think its something else entirely!
  8. Yeah this is pretty much what I meant. I just have circle splats on my communities build server and was hoping I could set it so the /claim would create the build zones centered on these predetermined locations. Similar to how you set spawn locations for Raidable Bases or something similar.
  9. Does this allow you to set specific locations where build locations can be claimed? Like setting up spawns database locations and then when doing /claim it picks one of the open locations? Or is it entirely on the player to chose where their location to build is going to be?
  10. TugMe by bmgjet does most all of this and then some
  11. snapple

    Automated Messages

    So there is a way to prevent a group from receiving a message... But is it possible to have a way to prevent a group from trigger a message? For example if I wanted admin/mod to be able to log on/log off without triggering join/leave messages.
  12. snapple

    Automated Messages

    Oh ok thanks for letting me know! I was just setting up the config and hadn't tested it. Seeing just the single option for cooldown made me wrongly assume it was overall rather than per trigger msssage.
  13. snapple

    Automated Messages

    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.
  14. snapple

    ServerPolls+

    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!
  15. snapple

    PveMode

    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.
  16. snapple

    PveMode

    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.
  17. snapple

    Error when "Minigame" starts

    Hey, getting this error on Bradley deaths. Seems to prevent the guards from spawning. I also have BetterNpc spawning guards at Bradley death, but some deaths both spawn without issues... Just wanted to share. Oh and I have a previous support request from when I was using carbon. I am no longer using it and this is on oxide, just FYI incase you saw the other request [Bradley Guards] Player[***] Killed the BradleyApc in grid M6 starting the MiniGame 10/04 00:48:10 | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at PlayerInventory.Strip () [0x00000] in <f01c0b4aea2747d3be19340ac38d800d>:0 at Oxide.Plugins.BradleyGuards+<>c__DisplayClass59_0.<SpawnGuards>b__0 () [0x001fe] in <d1d35d7c8abb42e1bec6daafa6bf82f8>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <032ab7611607468ebf42c14e3cf9df20>:0 10/04 00:48:10 | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at PlayerInventory.Strip () [0x00000] in <f01c0b4aea2747d3be19340ac38d800d>:0 at Oxide.Plugins.BradleyGuards+<>c__DisplayClass59_0.<SpawnGuards>b__0 () [0x001fe] in <d1d35d7c8abb42e1bec6daafa6bf82f8>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <032ab7611607468ebf42c14e3cf9df20>:0 10/04 00:48:10 | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at PlayerInventory.Strip () [0x00000] in <f01c0b4aea2747d3be19340ac38d800d>:0 at Oxide.Plugins.BradleyGuards+<>c__DisplayClass60_0.<SpawnGunner>b__0 () [0x001fe] in <d1d35d7c8abb42e1bec6daafa6bf82f8>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <032ab7611607468ebf42c14e3cf9df20>:0 10/04 00:48:10 | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object) at PlayerInventory.Strip () [0x00000] in <f01c0b4aea2747d3be19340ac38d800d>:0 at Oxide.Plugins.BradleyGuards+<>c__DisplayClass60_0.<SpawnGunner>b__0 () [0x001fe] in <d1d35d7c8abb42e1bec6daafa6bf82f8>:0 at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <032ab7611607468ebf42c14e3cf9df20>:0
  18. I have some players getting spammed every couple minutes with "Cannot respawn inside non-deployed pocket dimensions" Two of them, don't even have pocket dimensions... Two of them have pocket dimensions but both have all deployed. Do you know what might be causing this? A second issue: I had someones PD disappear. They didn't see why in chat, and it wasn't in PD list. I ended up finding it up in the sky with the door missing but completely intact otherwise with full upkeep. Is there any logging that can be added to be able to track where its spawned in the sky, when, and why it was destroyed?
  19. snapple

    Weather not changing

    { "Auto reload [If you change the config and save the file the plugin will reload itself]": true, "Day length [minutes]": 30, "Night length [minutes]": 30, "Use time control": true, "Presets": [ { "Name": "Clear", "Duration [seconds]": 15, "Transition time [seconds]": 5, "Chance [0 - 100%": 15, "Wind": -1.0, "Rain": -1.0, "Thunder": -1.0, "Rainbow": -1.0, "Ocean": -1.0, "Atmosphere rayleigh": -1.0, "Atmosphere mie": -1.0, "Atmosphere contrast": -1.0, "Atmosphere directionality": -1.0, "Atmosphere fogginess": -1.0, "Atmosphere brightness": -1.0, "Clouds size": -1.0, "Clouds opacity": -1.0, "Clouds coverage": -1.0, "Clouds sharpness": -1.0, "Clouds coloring": -1.0, "Clouds attenuation": -1.0, "Clouds saturation": -1.0, "Clouds scattering": -1.0, "Clouds brightness": -1.0 }, { "Name": "Dust", "Duration [seconds]": 15, "Transition time [seconds]": 5, "Chance [0 - 100%": 5, "Wind": 0.0, "Rain": 0.0, "Thunder": 0.0, "Rainbow": 0.0, "Ocean": 3.5, "Atmosphere rayleigh": 2.0, "Atmosphere mie": 4.0, "Atmosphere contrast": 1.25, "Atmosphere directionality": 0.75, "Atmosphere fogginess": 0.3, "Atmosphere brightness": 0.9, "Clouds size": 2.0, "Clouds opacity": 0.25, "Clouds coverage": 0.0, "Clouds sharpness": 0.0, "Clouds coloring": 1.0, "Clouds attenuation": 0.25, "Clouds saturation": 1.0, "Clouds scattering": 1.0, "Clouds brightness": 1.0 }, { "Name": "Fog", "Duration [seconds]": 15, "Transition time [seconds]": 5, "Chance [0 - 100%": 5, "Wind": 0.0, "Rain": 0.0, "Thunder": 0.0, "Rainbow": 0.0, "Ocean": 4.5, "Atmosphere rayleigh": 1.0, "Atmosphere mie": 1.0, "Atmosphere contrast": 1.0, "Atmosphere directionality": 0.2, "Atmosphere fogginess": 0.9, "Atmosphere brightness": 0.5, "Clouds size": 2.0, "Clouds opacity": 0.0, "Clouds coverage": 0.0, "Clouds sharpness": 0.1, "Clouds coloring": 0.15, "Clouds attenuation": 0.15, "Clouds saturation": 0.8, "Clouds scattering": 100.0, "Clouds brightness": 0.8 }, { "Name": "Overcast", "Duration [seconds]": 15, "Transition time [seconds]": 5, "Chance [0 - 100%": 5, "Wind": 0.0, "Rain": 0.0, "Thunder": 0.0, "Rainbow": 0.0, "Ocean": 3.5, "Atmosphere rayleigh": 0.2, "Atmosphere mie": 5.0, "Atmosphere contrast": 1.5, "Atmosphere directionality": 0.75, "Atmosphere fogginess": 0.8, "Atmosphere brightness": 0.9, "Clouds size": 2.0, "Clouds opacity": 1.0, "Clouds coverage": 1.0, "Clouds sharpness": 0.05, "Clouds coloring": 0.15, "Clouds attenuation": 0.15, "Clouds saturation": 0.8, "Clouds scattering": 20.0, "Clouds brightness": 1.0 }, { "Name": "RainMild", "Duration [seconds]": 15, "Transition time [seconds]": 5, "Chance [0 - 100%": 5, "Wind": 1.0, "Rain": 0.2, "Thunder": 0.0, "Rainbow": 0.0, "Ocean": 4.7, "Atmosphere rayleigh": 1.0, "Atmosphere mie": 1.0, "Atmosphere contrast": 1.3, "Atmosphere directionality": 0.9, "Atmosphere fogginess": 0.2, "Atmosphere brightness": 1.0, "Clouds size": 1.0, "Clouds opacity": 1.0, "Clouds coverage": 0.4, "Clouds sharpness": 0.0, "Clouds coloring": 0.8, "Clouds attenuation": 0.05, "Clouds saturation": 0.8, "Clouds scattering": 0.4, "Clouds brightness": 1.0 }, { "Name": "RainHeavy", "Duration [seconds]": 15, "Transition time [seconds]": 5, "Chance [0 - 100%": 5, "Wind": 1.0, "Rain": 1.0, "Thunder": 0.0, "Rainbow": 0.0, "Ocean": 7.4, "Atmosphere rayleigh": 0.2, "Atmosphere mie": 5.0, "Atmosphere contrast": 1.5, "Atmosphere directionality": 0.75, "Atmosphere fogginess": 0.7, "Atmosphere brightness": 0.8, "Clouds size": 2.0, "Clouds opacity": 1.0, "Clouds coverage": 0.9, "Clouds sharpness": 0.25, "Clouds coloring": 0.15, "Clouds attenuation": 0.15, "Clouds saturation": 0.8, "Clouds scattering": 5.0, "Clouds brightness": 1.0 }, { "Name": "Storm", "Duration [seconds]": 15, "Transition time [seconds]": 5, "Chance [0 - 100%": 5, "Wind": 1.0, "Rain": 1.0, "Thunder": 1.0, "Rainbow": 0.0, "Ocean": 8.0, "Atmosphere rayleigh": 1.0, "Atmosphere mie": 3.0, "Atmosphere contrast": 1.3, "Atmosphere directionality": 0.75, "Atmosphere fogginess": 0.95, "Atmosphere brightness": 0.8, "Clouds size": 2.0, "Clouds opacity": 1.0, "Clouds coverage": 1.0, "Clouds sharpness": 0.4, "Clouds coloring": 0.15, "Clouds attenuation": 0.15, "Clouds saturation": 0.8, "Clouds scattering": 5.0, "Clouds brightness": 1.0 } ] } I'm not sure if the `fixed in next update` applies to the issue someone else had where it was closed and an hour later there was an update. But I am on my test server with these settings and ~20 minutes into MildRain This was initiated by clicking the blue button I tried switching to Dust with the green checkmark and yields the same result of being stuck on dust for around ~15 minutes now. This is a fresh server with no other plugins short of some admin things (no time/weather altering is what I mean) Plugin reload also does not start weather cycling
  20. removed
  21. I am also getting the same messages from players. I was planning on making all weather 60 seconds this evening to form a better test/conclusion.
  22. 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!
  23. Wouldnt that allow players to damage bases with mlrs, molotov or grenades if I allowed it in Truepve?
  24. Would it be possible to add the option for the the last ditch effort attacks like MLRS to allow damage to player bases bypassing TruePVE? Using this in conjunction with Bradley Drops, and would love to see the additional risk involved with the loot pinata that is Bradley.
  25. snapple

    Rust Rewards

    Odd, I have never seen a chat for activity. I have notifications sent to chat; and all of this works. But have not seen activity reward notifications.
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