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Everything posted by HunterZ
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This seems off - with 4 players online, and voting threshold set to 0.75, it claims 4 votes are needed:
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Thanks, still testing this... I didn't realize the messages get stored in the config file instead of a lang file, so they were still confusing.... I've done a reset so that I can test against the new messages.
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No, nobody has that permission. To clarify, the issue is that 2 people had voted, 1 logged off, but it still said 2 people have voted instead of only 1. Speaking of the "blacklisted" permission, why does it not have a killhelivote2 prefix?
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Sounds good. Another possible issue: 3 people online. 2 voted. One of the voters logged off. Now it says this:
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We just had a successful vote with 4 people online. The last voter reported getting only a single kill message, so I'm not sure why I saw two myself. At this point the only issue I have is that the messages and/or numbers don't make sense: "We are still waiting for 0/4 players to vote!" "We are still waiting for 1/4 players to vote!" "We are still waiting for 2/4 players to vote!" "We are still waiting for 3/4 players to vote!" Either the numbers should count down instead of up: "We are still waiting for 4/4 players to vote!" "We are still waiting for 3/4 players to vote!" "We are still waiting for 2/4 players to vote!" "We are still waiting for 1/4 players to vote!" ...Or the text should be changed so that the number progression makes sense: "0/4 needed players have voted!" "1/4 needed players have voted!" "2/4 needed players have voted!" "3/4 needed players have voted!"
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Some initial findings: Shows both toasts and chat messages, even when toasts are disabled. Shows "We still need 0/1 votes!" when a single player is online, and they haven't voted (seems like it should say "still need 1/1 votes" or "have 0 of 1 needed votes"). Shows "1 Patrol Helis have been KILLED!!" twice in a row in chat on vote.
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Thanks, I'll give it a try and get back to you.
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No worries, just wanted to make sure you saw it. I've been tempted to rework the plugin but I'd rather let you do it lol
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First, something is off with the vote count...the "still needed" number seems to go up instead of down as more people vote. Second, while the plugin saves off the list of voters, it doesn't re-add them to `votingProperties.votes` if the plugin gets reloaded. If it helps, here is my config: { "Settings": { "Time to announce heli vote's [in seconds]": 300, "Percentage of vote's required [0 - 100]": 80.0, "Cancel vote for Helicopters spawned by a player [Requires: Heli Signals]": false, "Cancel vote for locked Helicopters [Requires: Loot Defender]": false }, "Commands & Permissions": { "Heli vote Command": "voteheli", "Heli kill command [Requires admin perm]": "killhelis", "Voting Permission": "use", "Admin Permission": "admin" }, "Messages": { "Use Chat Messages?": true, "Use chat for Server Messages?": true, "Use Toastify Messages?": false, "Use Toastify for Server Messages?": false, "Use Notify Messages?": false, "Use Notify for Server Messages?": false, "Steam ID to use for the image for messages? [0 = default]": 0 }, "Notifications": { "Toastify Positive Msg ID": "success", "Toastify Negative Msg ID": "error", "Toastify Msg Duration": 10.0, "Notify Positive Msg ID": 0, "Notify Negative Msg ID": 1 }, "Version": { "Major": 1, "Minor": 2, "Patch": 4 } }
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- 279 comments
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- 1
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- #updates checker
- #plugin
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Changed Status from Pending to No Response
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Turrets in non-peacekeeper mode should already shoot unauthenticated players on sight, per vanilla behavior. Are you running a plugin that changes that maybe?
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I'm confused: You want turrets to wait, or to shoot on sight? This plugin currently doesn't do anything except tell your PVE plugin to treat areas around bases as vanilla PVP, so turrets should have vanilla behavior.
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I don't plan to charge for this plugin, so someone can take it over if/when I stop maintaining it. Can you describe the issue in more detail? This plugin doesn't currently do anything explicit to affect turrets - it just creates Zone Manager zones and tells your PVE plugin to treat them as PVP zones.
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Noticed a few issues with the unlabeled M10 monument in V5.1: floating rocks outside hole in terrain (fortunately players can't fall through it) ladder blocked by debris
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You have "Protect decaying buildings": false, but edwin said to change it to true as a workaround. This will prevent ORP from listening to OnCupboardProtectionCalculated hooks, so that the error won't happen.
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Agree with Death's thoughts. For me the concern is that people are using AI as a substitute for actually understanding the details and function of what they're creating - which means they would probably struggle to maintain it (address issues, add features, etc.). Opening the floodgates could very much result in CF being buried in a mountain of rotting garbage, especially if people come to look at AI generated paid plugin creation as a way to score a few bucks from a one-off activity.
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Same problem here - Offline Raid Protection has a 1.1.16 update, I'm running 1.1.15, but Update Checker says all plugins are up to date. Relevant portion of config: { "Name": "OfflineRaidProtection", "Author": "realedwin", "Plugin version": "1.1.15", "Link to plugin": "https://codefling.com/carbon/offline-raid-protection", "Marketplace": "Codefling", "Ignore": false }, Plugin link:
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Okay, we ran this for the first week of January. My players enjoyed it, but we compiled this list of issues: military tunnel and east harbor look weird on the map, like the splats got pasted/duplicated multiple times the ocean X monument markers aren't aligned consistently with the structure (affects DynamicPVP zone placement) visible naked invincible NPC in shelving of Weapon Shop you can just walk into the Weapon Shop and pick up a red card every few minutes multiple train track blockages by rock formations hits sometimes don't register on road/monument scientists Trade Tower shop names don't match corresponding vanilla ones weird custom Trade Tower shop that sells 2 scrap for 6 diesel barrels weird NPC issues: hits not registering on scientists even at point-blank range, corpses not being lootable/harvestable despite appearing to have a ring road, the traveling vendor can't spawn (workaround: use AnyMapVendor plugin) sandbag barricades at Miller Town can be destroyed gaps are visible under some railroad crossings over roads no cliffs anywhere invisible water around hobo barrel at unlabeled I9/J9 crypt monument massive gap in rocks around unlabeled M10 monument Tesla Coil(s) at R14 have a high performance impact on hybrid PVE/PVP plugins (OfflineRaidProtection, TruePVE) due to generating 5 OnEntityTakeDamage hook fires per second many puzzles seem messed up / broken, with switches/timers clipping too far into walls, floating in mid-air, etc. can bypass red door in Graveyard and I9/J9 crypts due to missing walls rock formation intrudes into one corner of the graveyard missing walls in graveyard church basement
- 106 comments
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- #custom
- #custom map
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(and 2 more)
Tagged with:
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FYI, I am running the free Lian Yu 3500 map from here this week on my server, and Tesla Coil(s) near grid R14 (presumably included with the map) seem to be causing ORP to spend a lot of time on OnEntityDamage hook processing. The hook seems to be firing about 5 times per second. Edit: For now I added short-circuit logic to OfflineRaidProtection and TruePVE to immediately exit if an entity tries to damage itself, and that seems to have helped a lot.
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Running this map on my server this wipe (Jan 2-9, 2025, Carbon 2.0.164.0/windows/2025.01.02.0 [production] [production_build] on Rust 768/2573.263.1 (12/26/2024 05:27:26)). For some reason hits simply don't register on some scientists and other NPCs, even at point-blank range with melee weapons. Additionally, killed enemies are sometimes not lootable or harvestable. Nothing shows up in combatlog either. It's almost like the server is getting confused about where the entities are. I have the RustEdit extension DLL loaded. I have verified that it's up to date. Several players have reported this, and I've also replicated it myself. Quitting the game client and loading back in seems to resolve it at least temporarily, but that shouldn't be a required workaround.
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- 106 comments
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- 1
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- #custom
- #custom map
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(and 2 more)
Tagged with:
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I have Any Map Vendor 1.0.0 installed from here on Codefling. Update Checker 4.2.10 is configured to use the URL below. Any Map Vendor 1.0.1 was released 10 hours ago, but Update Checker says "all plugins are up to date" in RCON and Discord.
