Jump to content

Yac Vaguer

Creator
  • Posts

    409
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Yac Vaguer

  1. Changed Status from Pending to Work in Progress Changed Fixed In to Next Version
  2. Yes, I added to the backlog, but I cannot promise that you will have it very soon.
  3. Mostly of the plugins I use they don't give you any message when they give you a reward I might considered it to add it for later, but I think is related to avoid spam the user with too many messages.
  4. You can write to me in discord to quickly get an answer to your question yacvaguer
  5. @Covfefe the fix you suggested is up Thank you for your feedback
  6. Yac Vaguer

    Zombies not spawning.

    F15 are spawning in the latest version, you might want to try it
  7. At least support for TruePVE is coming, for PVE mode (Probably This week) will depends on the developer (if he release a free version for developers). I didn't understood your comments about the chat commands, those commands already exists, please let me know if I am missing something there. Map Marker is also been released this week! I'm actually working on it right now Thank you for the feedback!!!
  8. I'm releasing the fix in the upcoming update
  9. Changed Status from Work in Progress to Closed
  10. Yac Vaguer

    Zombies not spawning.

    Changed Status from Pending to Closed
  11. Yac Vaguer

    Zombies not spawning.

    The F15s are coming in a coming update I'm working on it, glad that you don't have an issue anymore
  12. Changed Status from Pending to Work in Progress
  13. Yac Vaguer

    Optimization suggestions

    Changed Status from Pending to Not a Bug
  14. Yac Vaguer

    Optimization suggestions

    That might take some time but eventually I will add it thank you for the feedback
  15. Yac Vaguer

    Zombies not spawning.

    ok, I will keep this in mind. More important tell me later when the server is restarted if the Event load without you doing any manual action.
  16. Yac Vaguer

    Optimization suggestions

    Hi Laodu, thank you for sending the support request 1.NPC Health is under here "Snipers Settings": { "Name": "Silent Death", "Health": 150.0, Same for all the NPCs 2. About the custom spoils can you elaborate? 3. The map mark will be ready in upcoming versions
  17. Can you help me to detail what kind of feature you need for your PVE server?
  18. Yac Vaguer

    Zombies not spawning.

    I will need to checks some of the plugins first to see if there any conflicts. Give me this weekend (I’m traveling the whole day tomorrow ) I will let you know if I find anything in the meantime there is a debug verbose option in the config can you re run the event with that option true and send me everything that happen in the server console ?
  19. Can you help me to detail what kind of features you need for PVE in your case? Right now if you add an event, any, if your server is PVE the event will be PVE, the only difference is if the server is PVE and you want to make a Sphere, where the event is PVP that might take some time. Another example is to lock the crate only for people who enter to the event first. That normally is a bit troublesome. Again if you have a 100% PVE experience the plugin will work on your server.
  20. Your logic is not wrong, it is me that I didn't think about this case But I will patch it soon to work as you are expecting, it doesn't make sense to keep starting the event even when the event already started Thank you for reporting
  21. Zombies are not using SpawnNPC so it should be normal spawn without any dependencies. Zombies are spawning inside of warehouse where the lockcrate are. Just to double check can you post your configuraiton here? Maybe you might want to create a support ticket (I get notifications there)
  22. It seems that the duration of the event is longer than Event Interval, so this means that the event will start again, but the previous event will end. This anyways shouldn't happen, so I will make a fix for it. In the meantime, you should change the configuration to the make the duration of the event lower than Event Start every "Event Start every [sec]": 300.0, "Duration of the event [sec]": 9999.0, It should be soemthing like the one as follows "Event Start every [sec]": 7200.0, "Duration of the event [sec]": 4800, I hope this can fix your issue
  23. Did you forced the started of the event several times with the command or this happen just waiting the interval time? Did you happen to have an interval time very low? Also please share your config file
  24. I will add PVE mode soon, I put it on sale because I want some feedback before adding this an other features like Economy for the winners, skill tree compatibility, hooks etc
  25. Version 2.4.0

    2,070 downloads

    Water Treatment Showdown Event Operation Cobalt Siege. A timed fight over the Water Treatment Plant that ends with the monument getting nuked, whether your players got out or not. Runs on Oxide and Carbon. What actually happens on your server Every two hours by default, the plugin announces unusual activity at Water Treatment. Two minutes later the monument turns hostile. Cobalt guards take up positions across the yard. Snipers with scoped M39s hold the high ground. A Bradley APC starts its patrol route. Zombies fill the main building, and if you leave the setting on, the building takes a visible explosion on spawn and the sprinklers kick in. SAM sites cover the airspace so nobody solves this from a minicopter. The loot is military crates, elite crates and one hackable crate. Starting the hack is the point of no return: the noise calls in a patrol helicopter, and now your players are fighting a Bradley, a heli and whatever NPCs are left, all at once, on a clock. Four minutes after somebody loots the hackable crate, an F15 comes in and drops the nuke. If nobody finishes in time, the event's own timer does it instead. Either way the monument gets hit with an MLRS barrage and then sits irradiated for five minutes. Anyone still inside picking up loose loot takes rads for it. That last part is the reason I keep the event on my own server. The evacuation window turns a won fight into a decision, and players get greedy. Difficulty tiers One config field, four presets: Easy, Normal, Hard, Nightmare. The tier multiplies NPC count, NPC health, NPC damage, Bradley HP and every reward payout by the same number (0.75, 1.0, 1.35, 1.75). Normal is 1.0, so an existing config behaves exactly as it did before tiers existed. The tier is frozen when an event starts. If you reload config mid-event to change it, the running event finishes on the numbers it spawned with, and the new tier applies to the next one. PVE support Two options, and you pick one. Never both. PveMode by KpucTaJl is the fuller integration (Recommended). SimplePVESphere is the lighter option. A sphere, an owner, done. If both are configured, PveMode wins and SimplePVESphere is ignored. The plugin logs which one it picked. Leave both off and the event is straight PvP over a shared monument, which is what most vanilla-ish servers want. Rewards Economics, ServerRewards RP and SkillTree XP. You can run all three at once if that's your setup. Each backend gets its own payout table with four entries: looting the hackable crate, destroying the Bradley, downing the patrol helicopter, killing an NPC. The difficulty tier scales all of them. Everything is disabled by default, so installing the plugin does not quietly start printing currency. Loot control Works with AlphaLoot and CustomLoot. Pick one. AlphaLoot needs nothing configured on this side. Leave every "Use Custom loot plugin?" key false and it fills the event's crates from the profile matching each crate prefab, exactly as it does everywhere else on your map. One gotcha worth knowing: the elite crate's prefab lives under underwater_labs/, so its AlphaLoot profile is underwater_labs/crate_elite, not crate_elite. Edit the wrong one and you'll swear the event is ignoring you. If you want the event paying differently from the rest of the world, point a crate at a prefab nothing else on your map spawns and give that prefab its own AlphaLoot profile. AlphaLoot matches on prefab, so sharing one means sharing the table. Turning CustomLoot on while AlphaLoot is installed does not blend the two. CustomLoot wins and AlphaLoot's work is discarded with no error in the log. Every crate type and every NPC type takes a CustomLoot profile name if you want your own tables. Guards, snipers, zombies, military crates, elite crates and the hackable crate each have their own slot, so you can hand-tune the hackable crate and leave the rest on Rust defaults. The hackable crate also takes an optional bonus item: a shortname, an amount, a skin ID, a display name and a drop chance. Added on top of whatever table produced the rest of the crate. This is how you seed a custom skin or a server-specific item as the reward for finishing the event. NPC tuning Guards and snipers each have a full settings block: name, health, roam range, chase range, sense range, attack range multiplier, target memory duration, damage scale, aim cone scale, vision cone and whether it's checked at all, movement speed, radio chatter on or off, stationary or roaming, and corpse removal. Loadouts are explicit. Clothing and belt items by shortname, with skin IDs, weapon mods and ammo type. Defaults ship the guards in road sign armour with a flashlight LR300 and an F1, and the snipers with a 16x scoped M39. Kit plugin support is there too, though it costs performance and the config says so. Zombies get a count and a loot profile. Bradley and the helicopter The Bradley has its own health, the number of crates it drops, whether the crate fire keeps burning, whether gibs stick around, and its coax bullet damage. It patrols a waypoint route rather than sitting still. The patrol helicopter is the newest addition. It spawns when the hackable crate hack starts, not on a timer, so it always lands on top of the fight rather than in a quiet moment. Count, health and crate drops are configurable, and you can turn it off entirely if your player base is small. Notifications Chat or GUIAnnouncements, chosen in config. Chat messages take a prefix, prefix colour and size, body colour and size, and a Steam icon ID. There's also a Discord webhook for the event log, off by default. Commands Chat, requires watertreatmentevent.admin: /wtestart starts the event now /wtestop stops a running event and re-arms the automatic schedule /wte.admin opens the admin panel Console, requires the permission or server admin: wtestart [steamID] starts the event. The optional Steam ID pre-assigns event ownership to an online player, which is useful for testing PVE rules without having to shoot your way to ownership first wtestop wte.admin wte.nuke skips straight to the finale on a running event. This is the fastest way to check that your radiation and cleanup settings behave, without waiting out a full forty minute cycle wte.selfcheck Permission watertreatmentevent.admin For plugin developers Two hooks fire: void OnWaterTreatmentEventStart(Vector3 center, float radius) void OnWaterTreatmentEventEnded(Vector3 center, float radius) Both carry the event centre and the configured zone radius, so a leaderboard or a zone plugin can react without having to guess where the monument is. Two API methods: bool IsWaterTreatmentEventActive() void ResetWaterTreatmentEventInterval() ResetWaterTreatmentEventInterval restarts the countdown to the next automatic event, which event manager plugins use to stagger events so two don't fire at once. Configuration you'll probably touch first "Event Start every [sec]": 7200.0, "Duration of the event [sec]": 2400.0, "Run the event ONLY manually with the commands": false, "Warning time before the Event Spawn [sec]": 120.0, "Time after player loot the hackable crate to end the event and drop the nukes [sec]": 240.0, "Difficulty Tier (Easy, Normal, Hard, Nightmare)": "Normal", "Radius of the event zone in meters (PVE sphere and map marker)": 120.0, "Add Radiation when the F15 drop the nuke": true, "How long the radiation stays in the event area after the nuke [sec]": 300.0, "Clean the area of other NPCs before the event starts": false That last one is worth knowing about if you run BotReSpawn or BetterNpc. Turn it on and anything inside the event zone that this plugin did not spawn gets removed just before the event's own NPCs arrive, along with leftover NPC corpses and loot bags. Player corpses and player backpacks are never touched. It's off by default because most servers don't need it.
    $20.00

About Us

Codefling is the largest marketplace for plugins, maps, tools, and more, making it easy for customers to discover new content and for creators to monetize their work.

Downloads
3.1m
Total downloads
Customers
12.1k
Customers served
Files Sold
171.2k
Total sales
Payments
3.7m
Processed total
×
×
  • 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.