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Yac Vaguer

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Everything posted by Yac Vaguer

  1. Yac Vaguer

    SERVER MESSAGE

    If you share the github repo I can do it and send the PR
  2. Yac Vaguer

    SERVER MESSAGE

    Hey, nice job with the notifications, can you make a API for devs so we can call it through ServerMessage.Call?() ?
  3. Hi @TwoShoes This seems related with a wrong parameter in the configuration file, most likely in the rewards section, make sure that the values are correct, otherwise you can try re generating the config file
  4. Version 2.2.2

    1,586 downloads

    Overview SimplePatrolSignal turns the vanilla supply signal into a button that calls a real Patrol Helicopter to your location. The heli arrives, fights you for the configured duration, drops crates when you kill it, and cleans up after itself. Multiple players can have their own active patrols at the same time. Tiers, custom skins, loot integration, PvE protection, NPC reinforcements, leaderboards, Discord notifications, the whole package. Features Summon patrol helicopters by throwing or dropping a special supply signal Up to 3 concurrent patrols by default, fully configurable Tier system: each signal skin maps to its own helicopter profile (health, rotor health, crate count, rocket timing, bullet damage, gun range, duration, loot table) 3 ready-to-use tiers shipped on Steam Workshop: Silver Elite, Arctic Frost, Inferno Boss Optional signal drops in vanilla world crates (per-tier drop chances, disabled by default) Tier selection by short alias on /helisignal and /givehelisignal Full integration with AlphaLoot, CustomLoot, Loottable PvE protection via PveMode, SimplePVE, or SimplePVESphere Optional PvP zone via ZoneManager NPC reinforcements via NpcSpawn or BetterNpc Persistent leaderboard with /patroltop and /patrolstats Discord webhook notifications (called, killed, expired) with embeds and grid coordinates VIP perks: cooldown bypass and optional tier override Debug log line per spawn so admins can verify a tier's overrides are applied Tier system Each entry in Patrol Helicopter Settings → Patrol Tiers maps a supply-signal skin ID to a helicopter profile. Any field set to null inherits the base value from Patrol Helicopter Settings. Set only what you want to override. Each tier also accepts a short Code alias used by the commands. Workshop tiers shipped with the plugin Tier Code Skin ID Workshop Silver Elite silver 3708182660 Subscribe Arctic Frost arctic 3708182822 Subscribe Inferno Boss inferno 3708182743 Subscribe To activate a tier, add its skin ID to Supply Signal Settings → Skin IDs so the plugin recognizes it when thrown. The matching tier entry under Patrol Tiers is already populated with sensible defaults on fresh installs (existing v2.1.0 installs get them auto-migrated on next plugin load). Example: enable all three tiers + base "Supply Signal Settings": { "Skin ID (used when Skin IDs list is empty)": 3702876293, "Skin IDs (random pick - overrides Skin ID when non-empty)": [ 3702876293, 3708182660, 3708182822, 3708182743 ] }, "Patrol Helicopter Settings": { "Patrol Tiers (skin id -> per-tier overrides)": { "3708182660": { "Display Name": "Silver Elite", "Code (short alias for commands, empty = not selectable by code)": "silver", "Helicopter Health (null = inherit)": 15000.0, "Number of Crates (null = inherit)": 5, "Time Before Rockets (null = inherit)": 4.0, "Bullet Damage (null = inherit)": 15.0 }, "3708182822": { "Display Name": "Arctic Frost", "Code (short alias for commands, empty = not selectable by code)": "arctic", "Helicopter Health (null = inherit)": 25000.0, "Main Rotor Health (null = inherit)": 900.0, "Tail Rotor Health (null = inherit)": 450.0, "Number of Crates (null = inherit)": 8, "Time Before Rockets (null = inherit)": 3.0, "Bullet Damage (null = inherit)": 20.0, "Gun Max Target Range (null = inherit)": 250.0 }, "3708182743": { "Display Name": "Inferno Boss", "Code (short alias for commands, empty = not selectable by code)": "inferno", "Patrol Duration (seconds, null = inherit)": 900.0, "Helicopter Health (null = inherit)": 40000.0, "Main Rotor Health (null = inherit)": 1200.0, "Tail Rotor Health (null = inherit)": 600.0, "Number of Crates (null = inherit)": 12, "Time Before Rockets (null = inherit)": 2.0, "Bullet Damage (null = inherit)": 28.0, "Gun Max Target Range (null = inherit)": 300.0 } } } Calling a specific tier /helisignal silver /helisignal arctic /helisignal inferno /helisignal // base signal (no tier specified) /givehelisignal Bob 1 inferno /givehelisignal Bob 5 // 5 base signals (no tier = base) Direct skin IDs work too: /helisignal 3708182660. Signals as crate loot Disabled by default. When enabled, each spawn of an allowlisted vanilla world crate rolls each tier's drop chance independently and inserts up to Max Signals Per Crate signals on top of the existing loot. Patrol-owned crates are skipped, so this only seeds world loot, not the heli's own drops. Default config "Crate Loot Drops": { "Enabled": false, "Crate Prefabs To Seed": [ "crate_elite", "crate_normal", "crate_normal_2", "heli_crate", "bradley_crate" ], "Max Signals Per Crate": 1, "Tier Drop Chances (skin id -> percent 0-100)": { "3702876293": 5.0, "3708182660": 2.0, "3708182822": 1.0, "3708182743": 0.25 } } The drop only succeeds if the skin is recognized as a patrol signal, so it must be the base Skin ID or appear in Skin IDs. If you add a new tier here but forget to allowlist its skin, the drop will silently no-op. Chat commands Command Permission Description /helisignal [tier] simplepatrolsignal.give Get a heli signal. No tier = base. With a tier code (silver, arctic, inferno) you get that specific tier. /helisignal despawn simplepatrolsignal.despawn Remove your own active patrol. /helisignal despawn <steamid> simplepatrolsignal.admin Remove another player's active patrol. /givehelisignal <player> [amount] [tier] simplepatrolsignal.give Give signals to another player. Optional amount (default 1) and tier code. /patroltop [kills|damage|crates] none Show the server leaderboard. /patrolstats [player] none Show patrol stats for yourself or another player. Console commands Command Permission Description helisignal [tier] simplepatrolsignal.give F1 console, gives yourself a signal of the requested tier (or base). helisignal despawn [steamid] simplepatrolsignal.despawn / .admin Despawn your own patrol, or another player's with the steamid arg. givehelisignal <player> [amount] [tier] simplepatrolsignal.give RCON-friendly version of the chat command. patrol.leaderboard.reset simplepatrolsignal.admin Wipe persistent leaderboard data (season reset). Permissions Permission Grants simplepatrolsignal.give Use /helisignal and /givehelisignal (any tier). simplepatrolsignal.despawn Despawn your own active patrol. simplepatrolsignal.admin Despawn other players' patrols, reset the leaderboard. simplepatrolsignal.vip Bypass cooldown plus optional tier override (configured under VIP Settings). simplepatrolsignal.nocooldown Bypass cooldown only. Throwing a signal has no permission check. Anyone holding a signal item (looted, traded, gifted, gambled, dropped from a crate) can throw it. The gate is on acquisition, not on use. Configuration overview Top-level config sections, with the most useful settings highlighted: Supply Signal Settings, the base skin ID, the interception allowlist (Skin IDs), warmup duration, drop marker, approach effect. Patrol Helicopter Settings, base health (10000), patrol duration (600s), bullet damage (20), interest zone radius (250m), max concurrent patrols (3), per-player cooldown, NPC reinforcements, aggressive mode targeting, debug mode, and the Patrol Tiers dictionary. Crate Loot Drops, optional signal drops in vanilla world crates (disabled by default). Loot Settings, container drop chances and quantities for each crate prefab the heli spawns. Loot Override Settings, AlphaLoot / CustomLoot / Loottable preset names, plus the prefab list those overrides apply to. VIP Settings, cooldown bypass and optional tier override for VIPs. PvE Mode Settings, register the patrol with PveMode, SimplePVE, or SimplePVESphere. PvP Zone Settings, optional ZoneManager integration so the patrol's interest zone is a PvP zone. Leaderboard Settings, persistent stats with configurable top-N display. Discord Settings, webhook URL, embed colors, thumbnails, role mention on call. Crate Scatter Settings, clamp dropped crates inside the patrol zone. Debug mode Set Patrol Helicopter Settings → Debug Mode to true and every patrol spawn logs a [spawn-tier] line showing the resolved health, rotor health, crate count, time-before-rocket, bullet damage, gun max range, duration, and loot profile names actually being used. Useful to confirm a tier's overrides are being applied without grepping the code path. Workshop signal skins Default base skin: 3702876293 Tier skins: Silver Elite, 3708182660 Arctic Frost, 3708182822 Inferno Boss, 3708182743 Compatibility Oxide and Carbon NoEscape (optional, blocks signal use during raid/combat block) AlphaLoot / CustomLoot / Loottable (optional, for crate loot) PveMode / SimplePVE / SimplePVESphere (optional, for PvE protection) ZoneManager (optional, for PvP zone) NpcSpawn / BetterNpc (optional, for ground reinforcements) None are required. The plugin no-ops gracefully when an integration is missing.
    Free
  5. Yac Vaguer

    Annoying files

    Hello, I'm requesting a simple modification to optimize how the plugin create files There are two things that are not good practices and a bit annoying 1. Move the logs files from data/logs to logs, oxide and carbon have already a folder for logs and it would be great to have them there instead of data. I do not backup logs but I do it for data folders and having one log for each player that ever connect to the server in any point of time it is annoying 2. Remove data files that have no credit, again it is keeping a file for every player that ever played in the server with empty information making it annoying to deal with it. I'm doing economy wipe every month so I have a lot of this. I'm ok with a console command, but it would be better to just remove the file if the balance is 0, or having a configuration option to remove files. ``` { "Display Name": "UnTalIvan", "Balance": 0, "Card Number": "4266839266164616", "Card Date": "2024-07-14T19:21:27.03931-03:00", "Last Wipe": "0001-01-01T00:00:00" } ``` I understand that proposal are in discussion, but at this point of time these issues looks more like a bug than a potential suggestion Thank you
  6. Changed Status from Pending to No Response Changed Fixed In to 1.6.3
  7. I don't know if it is a type but it is `wtestart` you are missing the `r` Can you give me what console error you are getting? About the hook It seems working for me with the Server Hud for example is working just fine, maybe you are missspeling it ?
  8. Yac Vaguer

    PvE Mode

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

    PvE Mode

    In the config file you have a section for pve just set pve mode: true in the config and restart
  10. Yac Vaguer

    error

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

    error

    Hi, It seems that you have an issue in your config file, try to regenerate it
  12. After discussing with Cash, he managed to make a workaround to avoid conflicts between the two plugins
  13. Changed Status from Pending to Not a Bug
  14. Let me try to contact him directly to see what we can do he seems open to make it work it out
  15. Hi Cash, I don't own that plugins so I cannot test it. I tried it with BetterNpc, for what I understand they are similar, and it works just fine. Probably BotReSpawn is tagging the NPC as a real player instead of NPC that is Bradley is attacking them. I don't have any special configuration for Bradley so probably you have another conflict going on there. Let me know how it goes
  16. Yac Vaguer

    some suggestions

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

    some suggestions

    Hi Flysd, I'm aware of Kpuctl plugins, I own a couple, and I also understand that you would like to see it in this plugin. For now those option will not be available but I will take your ticket as a suggestions. This area is just for Bug Ticket but feel free to join us in my discord, or even on the discussion. We already discussed some of these changed as a moonshot in the future for now due that this is not a bug I will close the ticket
  18. Yac Vaguer

    NPC's do nothing

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

    NPC's do nothing

    Hey @TwoShoes I will close this ticket due to that I didn't get your answer, but feel free to re open it, or ping me on discord
  20. Yac Vaguer

    NPC's do nothing

    Please send me a video so I can see if there any issue I'm also having issues getting notifications from your messages, I already reported to CF ( @Death @Mals) you can go to my Discord for faster support if you want https://discord.gg/32Hduc3YEx
  21. Yac Vaguer

    NPC's do nothing

    The way they move depends on the SpawnNpc plugin, I do nothing regarding their behaviours, are you referring to all the NPC or just one specific? Actually I have people changing the config because it is way too difficult for some servers
  22. Yac Vaguer

    NPC's do nothing

    Hi @TwoShoes Sorry for the late response. You can change the NPC behaviour from the config, for example if you want to change the roam range, there is a specific option for it You can play around with this values to have your ideals "Name": "Guardian", "Health": 150.0, "Roam Range": 10.0, "Chase Range": 30.0, "Attack Range Multiplier": 2.0, "Sense Range": 30.0, "Target Memory Duration [sec.]": 30.0, "Scale damage": 1.0, "Aim Cone Scale": 1.0, "Detect the target only in the NPC's viewing vision cone? [true/false]": false, "Vision Cone": 30.0, "Speed": 5.5,
  23. Changed Status from Pending to Closed Changed Fixed In to 1.1.2
  24. Thank you @laoduto let me know the Fix is up

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