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Everything posted by Yac Vaguer
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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
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Version 2.4.0
2,103 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 -
Can you also verify me on discord, it seems that I need access for the support area
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(16:30:01) | Failed to call hook 'OnServerInitialized' on plugin 'SkillTree v1.4.10' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.SkillTree.OnServerInitialized (System.Boolean initial) [0x00374] in <802e1b3905d0498f9a3f9ea449b49807>:0 at Oxide.Plugins.SkillTree.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x06452] in <802e1b3905d0498f9a3f9ea449b49807>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <122610edeac6402c8915b76845a2714f>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <18d4f19bbc844191b11ed9e69284d09b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <18d4f19bbc844191b11ed9e69284d09b>:0 (16:30:01) | Loaded plugin Skill Tree v1.4.10 by imthenewguy After the update some of the methods are not working
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I'm currently using Zlevels remastered in my server, but I'm trying to give my players the ultimate experience, and I'm looking to level this up a bit and even use it together with Zlevels. I cannot find a good review between Skill tree and Xperience (Paid version) from personal experience as a player, Skill tree has a way better interface, but what is your experience and why you decide one over the other?
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I totally regret... Not buying this plugin sooner, it is the most complete plugin I have ever seen, with everything you want for your server. I'm impress by this plugin and disappointed for not having it sooner. The configuration seems overwhelming, but it is actually quite well organized. Kudos to Nivex and I hope other developers can create a plugin with some much level of detail like this one. PS: I have been able to use more than one type of currency to buy raid is something I have never seen in other plugins, you either use Server Rewards, or Economics, or Scrap, but never whatever you want at the same time. I freaking love it!
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I feel like the map have some potential, but the current state is not great. At least 2 monuments have no NPCs for the size of the map. The 2 monuments above also do not have enough loot compared to Chardona City. There is an elite crate alone in the middle of the mountain at the Star Waterfall, with no NPC. There is only one place with drinkable water, there are some potential other places, but the water is salty. There is a railway station monument, but the map is too small to hold train tracks. The bugs I reported were fixed. How to make it great: More NPCs in the monuments, there is a large monument, Carnival Village, there is nothing there, just add more NPC more crates, or something. Some lakes should be drinkable water, so you can have plantations, it might be great to add more rivers too. The Pagoda should have more crates, it is incredibly empty. Dome NPC are too strong.
- 20 comments
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Train Station doesn't have any NPC either
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Star Waterfall monument has a elite crate no guards not even normal NPC
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In general ladders in custom monuments are not working this one in Train Station is an example but the same happen in the rest Blue card are also not pickable from the monument either
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- 20 comments
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It works! That is important. Couple of concerns, the code quality is below par, so it is hard to do modifications or even fix some wordings that in some cases are required if you run a non-English server. The documentation is not clear at all is not even covering the basic, like node version, run `npm i` or how to run your bot even after closing the console. It will be nice to have a docker configuration The configuration is quite straightforward, but it is confusing that you have a bot token in the config.js and a different bot token in the server files, why do I need the one in config.js? Not in the documentation. The aesthetics of the information in discord is not nice, I think you can put some more effort here. The overall plugin functionality is good, also good job on the console messages, extra point here. I'm moving forward to see improvements in my points above, I don't think they are so hard to implement.
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Hi it will be quite cool if you can add a hook with the userId who completed the event similar of what you can find in Sputnik's event with the hook OnSputnikEventWin (ulong userID) In my case I used these hooks to connect it with my own API to calculate Player performance in the server to giveaway some skins at the end of the months, but I cannot make it work with your plugin Thank you
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It seems that the latest version is completely crashing the server, I restarted the server 3 times already I unload the plugin and everything seems to work fine For now I unload the BetterNPC and all works fine, I will need to test it in my local server later, but everything point to this plugin
