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Everything posted by HunterZ
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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
- 100 comments
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- #custom
- #custom map
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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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- 100 comments
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- #custom
- #custom map
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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.
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RB is definitely a little confused about the new cliffs. This is raidexpert10 from the Tier 3 pack spawning near -284, 0, -711 / G13 on procedural map seed 86843248 with size 2500. Note the base clipping into the cliffs at the bottom front and right: Edit - here's what it looks like with cliff rendering turned off - you can see it's fully above the main topology:
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Just ran this up on my test server in advance of possibly running it on my live server next month. Very cool! Some things I noticed: Extraction Rig's map name has a typo There's a pair of towers offshore with a scientist on each - these don't show up on the map at all (it's okay if this is intentional, it's just something I noticed while surveying for possible DynamicPVP zones) Players are going to love the canyon customizations! Road Bradley doesn't seem to like this map because the roads other than the ring road are split up into little sections (would be good to have a few 120+ point roads if possible)
- 38 comments
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Odd, BetterChat is working fine for me. I looked at its uMod forum, and one report looks like someone is loading a bad JSON config, and the other was solved by forcing a plugin reload. Edit: In retrospect, it's possible that I hand-patched it months ago. Feel free to DM "hunterz_" on Discord and I can send you my version in case it helps.
- 424 comments
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- #statistics
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Right, would have to be super careful about exploitation. There are also sticky things like what if someone leaves their TC unlocked and someone auths. Note also that people would potentially be able to raid non-PVP bases placing a TC as close as possible and then enabling PVP. I also end up with analysis paralysis when I start thinking about teams and such. There are also a lot of extra things that would need to be implemented, like saving opt-ins to a data file so that they get remembered across server/plugin restarts.
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Never mind, it seems to be working better than I thought. I swear sometimes when people post links to CF pages on discord it just shows a generic site banner+summary, but when I went to look for an example I could only find things working more like I'd expect.
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Idea for sucking less: Improve discord embeds served by the site, so that it actually provides link-specific data instead of a generic CodeFling site description + image.
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Changed Status from Work in Progress to Closed Changed Fixed In from 1.3.0 to 1.6.0
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I'm going to go ahead and close this. Feel free to open a new support request for any issues that need another look.
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I've been using this on my hybrid PVP server for about 10 months, along side Raidable Bases to provide a more pleasant raiding experience overall. It has been actively maintained over this time, and the developer has been responsive and willing to look into issues. On the admin side this plugin is highly configurable, catering to a wide variety of use cases. You can fine-tune who, what, when, why, and how bases are protected - including things like whether to protect twig construction, vehicles, specific prefabs, etc., how to handle teaming, how to notify players that a base is protected, etc. On the player side, it seems intuitive/straightforward enough that my players adjusted to it immediately.