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File Comments posted by HunterZ
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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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FYI there is an anvil rock blocking both train tracks at N15 (reported by a player on my server):
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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)
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Can't post in the support thread, so I'll post here in case it helps: https://discord.com/channels/500413814244638747/758543626069737503/1304942822004097146
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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.
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On 11/4/2024 at 3:20 PM, Maggorra said:
No, I understand that, but thought that there could be some extra functions that could be developed on this plugin.
But one can be so that TC authorized players can create a temporary PvP zone for 30min with chatcommand /temppvp
Or TC authorized players can toggle pvp on and off with /pvpon or /pvpoff.The temp pvp can be use it to build a raid bases.
pvp/pve you can use it for those players who want to play more pve, inspired around pvp players.
There should be a function so there is a certain delay for each choice (similar to what you already have when you set a new TC) otherwise it can be exploited.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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40 minutes ago, Maggorra said:
Want to start off by saying that it's an awesome plugin and I love it.
Tried it myself but it doesn't go well. But would like to add the function that TC owners can decide for themselves whether their zone should be PVP or PVE. Maybe there could be an update in the future?Hmm, yeah that wasn't one of the use cases I planned for during development.
Can you describe in more detail how you would expect this to work?
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Does this support rectangular zones that are defined via x/y/z sizes (and optionally a rotation) instead of a radius?
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1 hour ago, COSMO said:
Its super easy to just correct yourself
That's not the point.
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On 8/3/2024 at 3:18 AM, Steenamaroo said:
I think the {0} and {1}, name placeholders, were backwards in the PlayerRanks lang file but, if I recall, I've since corrected that.
The problem is that lang files only update for new entries - not amendments, so any users who had the plugin before that fix would need to switch those around in the lang file themselves.You have not corrected it. Details in a support thread here: https://codefling.com/files/support/16464-player-name-and-title-swapped-in-title-lost-messages/
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31 minutes ago, BloodRaiNxp said:
Yes it works fine with the SimplePVE plugin
Awesome thanks for the follow up. I'll add it to the compatibility list later.
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2 hours ago, Stark said:
The only issue with this plugin is that like all the others it negates the whole Hackable crate pvp zone.
No one, as far as I could find, make an option to create a PvP zone around hackable crates.
Responded elsewhere, but in case anyone else is interested: DynamicPVP is good at providing zones for monuments and world events - including crates. On my server this makes Dome and Radtown conditionally PvP depending on whether a crate is present.
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2 hours ago, BloodRaiNxp said:
Just wanted to ask would this work with the SimplePve plugin? I see True PVE is what's been tested. there is a setting in simple pve to allow base damage, but I think a perm pvp zone (your plugin) around bases would be good
It looks like SimplePVE disables itself in all Zone Manager zones, and PBPZ works by creating such zones, so I think they should be compatible. Unfortunately it's a paid plugin, so you'd have to test and let me know.
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2 hours ago, Stark said:
Thoughts on adding pvp zones around hackable crates?
Option greatly overlooked
Highly recommend checking out DynamicPVP on umod for this. These two plugins compliment each other very well, especially now that I'm also the developer for both of them
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FYI, "Structures Upgraded" doesn't work on Carbon because the Carbon's support for the `OnStructureUpgrade()` hook is currently broken. I filed a bug here: https://discord.com/channels/1013291619765723196/1291239356597669938
In the meantime, adding a `d` to the end works:
void OnStructureUpgraded(BaseCombatEntity entity, BasePlayer player, BuildingGrade.Enum grade) => Plus(player, "StructuresUpgraded", 1);
Edit: This is no longer an issue.
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5 hours ago, NukeSter said:
It looks like it's picking up RustEdit stuff plus some custom map stuff (I recognize IslaNublarProtection because I also own that map - you shouldn't be running that plugin unless you're running that map).
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Came here to report the vending machine thing, but I see it's already been discussed.
Interesting thing is it only seems to happen in my hand-created easy bases, and not in the ones from your Tier 3 pack.
Edit: Oh, I see - it's because those are the only ones I defined raid costs for to show in the map tooltips.
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I like the new Discord format!
The config files checker feels like an unrelated feature, but it's appreciated anyway - helped me find some old stuff to clean out.
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On 9/13/2024 at 9:12 AM, HunterZ said:
Lots of people are asking for this, but the author is shutting down / ignoring all requests. The reason seems to be that Update Checker depends on ServerArmour's website under the hood, and SA doesn't support Game4Freak. I bet if someone were to get SA to add LD support, UpdateChecker would follow suit.
Update: Turns out that game4freak.io doesn't provide a proper API for services to check for updates, and it would be rude and fragile to scrape the site.
An API is in the works - follow here: https://game4freak.io/threads/providing-an-api-for-third-party-integration.135/
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52 minutes ago, ShadoW6 said:
so i need put Name in SuperPVxInfo.json that is locate in oxide\data?
No, you need to find the existing SuperPVxInfo.json in your carbon/configs or oxide/config directory, and change the default PVP Zone Names list:
"PVP Zone Names (case insensitive substrings / none to disable)": [ "PVP" ],
...to something more like:
"PVP Zone Names (case insensitive substrings / none to disable)": [ "PVP", "Lighthouse #1", "Lighthouse #2", "Mining Outpost #1" ],
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@ShadoW6 As expected, Zone Manager Auto Zones has a number of shortcomings that make SuperPVxInfo integration more challenging:
- It calls TruePVE/NextGenPVE directly instead of using a general hook call, so SuperPVxInfo can't intercept its mappings as a means of learning about PvP zones.
- It does not include "PVP" in the names of the created zones, so SuperPVxInfo can't determine their nature from zone names either (note that this also breaks compatibility with Zone PVx Info).
If you are not willing to ditch ZoneManagerAutoZones in favor of DynamicPVP, then your only option is as follows:
- Open `data/ZoneManager/zone_data.json` under your oxide or carbon directory, and note down the "Name" value for every PVP zone created by Zone Manager Auto Zones.
- Open `SuperPVxInfo.json` in your plugin configs directory, and add each of the zone names to the PVP Zone Names list.
- Reload SuperPVxInfo or restart the server.
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3 hours ago, ShadoW6 said:
I try and strange because i go to safe zone and status change
i put for test another plugin PlayerbasePVP and with this plugin Status change to PVP in player base.
but with this PVP zone what Zone Manager Auto zones create status not change stay as PVE
on chat i get information from Zone Manager that i enter to PVP zone when i left that zone i get info on chat that i enter to PVE zone
so i don't get it where is the problem.
also i dont see any error on server console.I'll try to take a look.
I would strongly recommend replacing Zone Manager Auto Zones with Dynamic PVP: https://umod.org/plugins/dynamic-pvp
Zone Manager Auto Zones is not currently being maintained, and Dynamic PVP is a higher quality implementation of the same features.
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20 hours ago, TheDragonessesLair said:
I would love it if you could add https://game4freak.io/ to the supported list
Would it also be possible to have the mod output the list of files needing updates to a json file with just each pluginname.cs would be helpful too!Lots of people are asking for this, but the author is shutting down / ignoring all requests. The reason seems to be that Update Checker depends on ServerArmour's website under the hood, and SA doesn't support Game4Freak. I bet if someone were to get SA to add LD support, UpdateChecker would follow suit.
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Update: I revisited the Zone Manager Auto Zones documentation, and it claims to register TruePVE "exclude" mappings for its zones. Super PVx Info listens for these mappings as one of multiple ways to learn about PvP zones, so it should "just work".
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I originally started creating this because Zone Manager Auto Zones didn't work with Zone PVx Info - but then I switched to Dynamic PVP which is a much better implemented plugin.
It should be possible to support Zone Manager Auto Zones, however: If it creates TruePVE "exclude" mappings or includes "PVP" in its zone names then it should "just work". Otherwise, you may need to add part or all of its zone names to the matcher list in Super PVx Info's configuration.
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2 hours ago, ShadoW6 said:
witch one plugin I missing
It says right there in the message that you've enabled Popup Notifications support, but have not installed Popup Notifications. Check the "works with" list in this plugin's description - or disable Popup Notifications support.
Edit: I should probably disable Popup Notifications support by default, since I only provide it for feature parity with Zone Manager.
2 hours ago, ShadoW6 said:I don't understand the question. What PVE/PVP plugins are you running?
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1 hour ago, Kobani said:
This means that if I create e.g. 3 zones with the same name, I enter this name in the config under ‘Allowed Zone Manager Zones’, and the bases then only appear in the zones with this name?
And the Spawns plugin is no longer needed for RB, right?It sounds like you'd also need to enable "Use Grid Locations In Allowed Zone Manager Zones Only".
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2 hours ago, nivex said:
Released 2.9.1 to resolve issues with elevator error spam and bases not spawning inside of Allowed Zone Manager Zones
if you have zones, and you want bases to spawn in those zones, then you must add them to Allowed Zone Manager Zones in the config file.
alternatively, if you want bases in zones only then you may enable Use Grid Locations In Allowed Zone Manager Zones Only
enjoy
Thanks! I can confirm this is fixed: I added "DynamicPVP" to the allowed zones list and gained an additional number of potential spawn locations on my server's current map.
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34 minutes ago, Soller said:
The plugin does not see WipeBlock.
WipeBlock - not found
This is no longer an Extension, it is a full-fledged plugin.{ "Name": "WipeBlock", "Author": "Mevent", "Plugin version": "1.0.9", "Link to plugin": "https://codefling.com/file/939-wipeblock/", "Marketplace": "Codefling", "Ignore": false },
Where did you get that weird URL? The plugin appears to live at https://codefling.com/plugins/wipeblock
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1 hour ago, Sonny said:
what is this problem thank you very much Error while compiling RoadBradley: The type or namespace name 'CarbonAliases' does not exist in the namespace 'Oxide.Ext' (are you missing an assembly reference?) | Line: 25, Pos: 17
ThePitereq's Carbon Aliases plugin is required when running Road Bradley under Oxide.
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Nivex: Something is wrong with `AddZone()`'s matching on Zone Manager zone names against `Instance.config.Settings.Inclusions`. I've added logging to show that it's blocking zones with names in the inclusion list in the config file in order to produce the attached screenshots.
Edit: it looks like "*" doesn't work either.
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34 minutes ago, BadLandPVE said:
try check make it compatible with events from adem and others. would be great. thanks!
Can you link which ones you'd like supported? Feel free to open support tickets as well.
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@BadLandPVE Dangerous Treasures now supported in version 1.2.0.
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41 minutes ago, BadLandPVE said:
can you make compatible with https://umod.org/plugins/dangerous-treasures???
I'll take a look, but can't make any promises because it doesn't use Zone Manager or provide a documented API.
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I wish it were possible to either edit automatically generated routes, or to blacklist them from the list of routes that Bradley can randomly spawn on (I don't use the purchase feature on my server). My current procedural map has a bad road that runs through a building at Harbor, and Bradley keeps getting stuck on it.
Alternatively, it would be nice if the un-stick feature could detect if Bradley hasn't moved for a couple of minutes regardless of reason.
Edit: Also verified that enabling the obstacle check config options doesn't help. Check out the Q11 end of `4_Edited` on procedural map with seed 775103760, size 2800.
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I was hoping someone would make this, because I just started leaning into smaller maps for our low pop casual server. Thanks for creating and publishing it - and for free, no less!
I noticed that this seems to implement custom logic that simply stops every once in a while in lieu of the vanilla behavior of pulling over when a player approaches. I wonder if it's possible to activate or replicate more of the vanilla logic.
I'm also super-impressed that this seems to be able to cobble together a path that spawns multiple roads. I purchased Road Bradley for my server because my players missed the vanilla Launch Site one on smaller maps, and that plugin seems to confine the Bradley to single road spans unless you create custom paths for it.
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11 hours ago, Stark said:
I am having this issue when I load the plugin:
Error while compiling PlayerBasePvpZones: Operator '&&' cannot be applied to operands of type 'bool' and 'void' | Line: 117, Pos: 9
I have released an update to fix this.
Turns out I did some stuff that works in Carbon but not in Oxide, but it was minor and easy to fix.
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All: I screwed up the config file defaults in versions prior to 1.1.1. To fix, please update and regenerate your config file, or manually apply the suggested fix in the 1.1.1 update note or the plugin docs.
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@Stark okay, I've released version 1.1.0 with Simple Status support. Let me know what you think.
Note that Simple Status support is disabled by default, so you will have to do the following:
- Load up the new version to update the config file
- Edit the config file to toggle UI and/or Simple Status displays on and off for each PVx status
- Reload the plugin for your changes to take effect
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Just now, Stark said:
L
Let me know if you need help with testing
Will do. It looks like SimpleStatus provides its own bridge to AdvancedStatus, so I may only need to add support for the first one to get it working with either?
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1 minute ago, Stark said:
(read my other comment)
If you can make this compatiable with:
and all the other plugins that go with them.
Dude. Cha-Ching
Honestly my plugin probably ought to be broken apart into a library and a GUI, but it's hard to get stuff approved so I just wanted to get something out there.
I can probably work out adding support for other front-ends and letting people choose between them and the default GUI though.
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Just now, Stark said:
I am your first download lol
Also, there's a big market for Hybrid servers. PvE/PvP that's balanced and this is a good start. The PvP zones around Tugboats alone is miles from everyone. (From what I've seen. No one has a PvP zone around Tug Boats)
If you can crack just a tiny bit. of this hybrid server stuff, this niche. You can make big bucks.
Thanks, I hope you like it! The funny thing is I'm not in it for money - running a Rust server and making plugins is a hobby for me. I created this because players on my own causal hybrid PvE/PvP server wanted me to look into plugin enforcement of our rules, and I couldn't find anything that did everything I wanted.
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On 7/31/2024 at 12:05 PM, RR_Tappi said:
So I just build my base everywhere beyond this radius and no one can raid me anymore
Do I understand this correctly?
Can't this PVP zone be created using the building zone?As someone who has a need for this plugin but hasn't pulled the trigger yet, this has me hesitating to purchase it.
I did some experiments and found a method for calculating a 3D bounding box for a base that contains all of its building blocks, and then using that to derive a center and a radius.
I think I may have to strike out on my own here, even though I'm not super experienced at Rust modding yet.
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Nivex: Thanks for all your help! My total overhaul of Zone PVx Info has been released here as Super PVx Info, and uses your latest hooks.
Edit: I guess it's still in review.
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I'm looking at adding AgileZones to the mix to create PvP zones around player bases. Does it play nice with DynamicPVP, RaidableBases, and RoadBradley?
Background:
I run a hybrid PvP/PvE casual server with RaidableBases and RoadBradley that currently runs on the honor system. Player bases, mid/high tier monuments, train tunnels, world events, and plugin events are all PvP, but low tier monuments and the rest of the map are PvE.
I'm working on setting up plugin-based enforcement, and have ZoneManager + TruePVE + DynamicPVP + a work-in-progress extensive overhaul of Zone PVx Info (adds support for recognizing train tunnels, sky dungeons, safe zones, TruePVE/NextGenPVE exclusion zone mappings, Zone Manager pvpgod/pvegod zones, etc.).
This is all working fairly well, but DynamicPVP lacks support for TC-based PvP zones. AgileZones seems like the obvious solution here.
P.S. I ditched ZoneManagerAutoZones for DynamicPVP because everything about the latter is better. I also ditched ZoneDomes because (1) it doesn't clean up after itself if you reload it, resulting in duplicate domes, and (2) DynamicPVP and RaidableBases create (and clean up on reload) their own domes anyway.
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24 minutes ago, nivex said:
ok, the new hooks look good then @HunterZ?
Yes, I think so:
- Looks like there's a hook for delay start, delay reset/restart/extend, and expired/end
- Hopefully there's a lower chance of weird corner cases since this is all being handled in `SetPVPDelay()`
- Non-conflicting signature for OnPlayerPvpDelayStart hook of same name in Abandoned Bases
Question:
- How does the config option "PVP Delay Between Zone Hopping Persists After Despawn" fit in here? Hopefully I get an OnPlayerPvpDelayExpired hook call either way, but it will be more immediate if that config setting is false? Or am I completely misunderstanding its purpose?
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I'm trying to overhaul a PvE/PvP status GUI plugin that wants to track whether the player is in a PVP delay state. `OnPlayerPvpDelayEntry` is what it was using, but it sounds like I should just assume PVP delay starts on `OnPlayerExitedRaidableBase` instead? What if the hook gets called because the player died and respawned? It might be good to have an explicit hook that gets called whenever you (re)set the PVP delay timer, just to avoid ambiguity.
Also, are you seeing the same thing with `OnPlayerPvpDelayExpired` never getting called when the player is in a base when it despawns, regardless of "PVP Delay Between Zone Hopping Persists After Despawn"?
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Experiencing some odd quirks in relation to PVP delays:
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`OnPlayerPvpDelayEntry` hook always gets called in entry to Raidable Base, even if it's a PVP base. This might be okay, except that trying to use this to trigger execution of `RaidableBases.Call("HasPVPDelay", somePlayer.userID.Get())` from my plugin results in false negatives because the PVP delay isn't actually in effect until the player leaves the base.
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`OnPlayerPvpDelayExpired` hook never gets called on base despawn.
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The "PVP Delay Between Zone Hopping Persists After Despawn" config setting doesn't seem to accomplish anything.
In general, it seems like the coupling between RB's internal PVP delay states and when it calls hooks to notify other plugins might benefit from some tightening.
For now, I'm still setting my internal PVP delay state on `OnPlayerPvpDelayEntry` and clearing it on `OnPlayerPvpDelayExpired` - but also calling `HasPVPDelay` whenever I get a `OnPlayerExitedRaidableBase` or `OnRaidableBaseEnded` hook, to check if the rug got pulled out from under me.
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My server is configured for a single normal Bradley to exist, and to respawn 2700 +/- 900 seconds after being killed.
Unfortunately it seems to often respawn more quickly than that - including almost instantly after the first kill of this month's force wipe.
This seems to be because `OnServerInitialized()` starts a forever-repeating timer that causes a new Bradley to respawn every 10-15 minutes from server start, regardless of whatever else might be configured. Changing this `Timer.Every()` call to a `Timer.Once()` call fixes it, but it would be nice to get an official fix so that I don't have to keep remembering to reapply it on every update.
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I just noticed that if a player dies within a RaidableBases PvP base event area and then respawns on the beach, `OnPlayerExitedRaidableBase()` doesn't get called. Do you have any suggestions on how a plugin should detect that they have respawned outside of the event area?
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12 hours ago, nivex said:
sure np
void OnPlayerPvpDelayStart(BasePlayer player, ulong userid, Vector3 eventPos, List<BasePlayer> intruders, List<BaseEntity> entities)
void OnPlayerPvpDelayExpiredII(BasePlayer player, ulong userid, Vector3 eventPos, List<BasePlayer> intruders, List<BaseEntity> entities)Thanks, you're a legend!
Forgot to ask - can you also share the parameters/signature for `OnAbandonedBaseEnded`? This addon is checking *all* players on the server when that gets called, and I want to apply a distance-based filter like I did for `OnRaidableBaseEnded`.
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Hello nivex! I'm overhauling a PvP/PvE mode UI plugin that has support for some of Abandoned Bases' hooks. I own Raidable Bases but not Abandoned Bases, so I can't get the answer to this myself by checking the code:
Does Abandoned Bases call a hook on start of PvP delay, the way Raidable Bases calls "OnPlayerPvpDelayEntry"? If so, can you share enough of the signature for me to write a handler with a BasePlayer parameter?
Thanks!
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15 minutes ago, nivex said:
the protocol shouldn't be null since it is null checked. if it doesn't exist then it creates it
var protocol = data["protocol"] == null ? new Dictionary<string, object>() : data["protocol"] as Dictionary<string, object>;
which of my files has this issue?
Could be a red herring, as I added some code to check if `procotol` ends up null, and it doesn't.
I only own your Tier 3 base pack, but here are the ones that are missing the protocol section:
raideasy1.json
raideasy10.json
raideasy4.json
raideasy5.json
raideasy6.json
raideasy7.json
raideasy8.json
raideasy9.json
raidexpert1.json
raidexpert10.json
raidexpert2.json
raidexpert3.json
raidexpert4.json
raidexpert5.json
raidexpert6.json
raidexpert7.json
raidexpert8.json
raidexpert9.json
raidhard1.json
raidhard10.json
raidhard2.json
raidhard3.json
raidhard4.json
raidhard5.json
raidhard6.json
raidhard7.json
raidhard8.json
raidhard9.json
raidmed1.json
raidmed10.json
raidmed2.json
raidmed3.json
raidmed4.json
raidmed5.json
raidmed6.json
raidmed7.json
raidmed8.json
raidmed9.json
raidnightmare10.json
raidnightmare3.json
raidnightmare4.json
raidnightmare5.json
raidnightmare6.json
raidnightmare7.json
raidnightmare8.json
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1 hour ago, nivex said:
I don't know what you mean. It should not be possible for those to be missing from the json.
My bad, not sure why I wasn't finding it. I'm now caught up to also experiencing the CopyPaste error with Carbon. Here is the line in CopyPaste that it's complaining about:
var isItemReplace = !protocol.ContainsKey("items");
I guess RB ends up passing a null protocol dictionary?
Edit: If it matters, it looks like only my custom bases, plus 4 of the bases I'm using from your Tier 3 pack have protocol data.
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RB seems to have not migrated some of the config settings, like events - they're just completely missing from the JSON. I think I'll try starting over with a fresh config and then manually merge my desired settings back in. This has happened previously, so not unexpected (I even backed up my config just in case lol).
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FYI the new traveling vendor only spawns on maps of size 4000 or greater. ThePitereq might want to think about adapting Road Bradley to a mod that calculates good routes and spawns traveling vendors on smaller maps
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You can also just hit a base with a bullet or melee attack to get a status banner if it's being protected.
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Thanks!
Follow-ups:
1. Your response to the Scarecrows question seems to have got cut off.
8. Does that mean "Scientist Options - Amount Of Scientists To Spawn (might not spawn all of them)" is really a number of waves, and the number of scientists per wave is determined by base game logic? Just trying to understand what exactly turning that knob does so that I can figure out the best setting for my server.
Another thing:
9. My players suggested it might be nice if each Road Bradley could jump/respawn to a different route if not taken for too long. I suspect this would be nontrivial because you'd have to maintain timers for each spawned Bradley, but thought I should pass it along.
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Just bought this, and I have a couple questions/comments:
1. I'd like this to attack scarecrows (halloween zombies) as I have those enabled on my server, but "Targeting - Target NPC" seems to accomplish nothing?
2. If I try to open a different route in the route editor when one is already open, I get an exception in the server console, and the route editor UI turns blank but stays open until I log out and back in.
3. The Bradley health bar that appears never seems to disappear. Is this intentional? Seems like it should go away if no damage is dealt after some amount of time, or if the player ends up a certain distance away.
4.
If I disable "Tank Route - Use longest path", it doesn't seem to spawn at all. My players are asking for more variation in spawning, so I was hoping there was a way to make it pick randomly from one of the >30 auto-generated paths?I think I somewhat understand now: There are basically 3 modes: Use longest path, use automatic path list, use explicit path list - possibly with some overlaps? Might be nice to have "use M longest paths" or "use top N% longest paths". Also might be nice to be able to prefer paths near high-tier monuments. For now I'll just manually tune this on a per-map basis probably.5. Why did Bradley respawn after only 7 minutes when I set `"Spawns - Respawn Time (in seconds)": 3150,` and `"Spawns - Respawn Time Randomize Value (goes +value and -value from option above)": 450,`? Could it be that a repeating timer in `OnServerInitialized()` is running in parallel to the config-driven one? Edit: Yep, commenting that out seems to have fixed it - I'm just not sure if it will break online player count requirements for spawning. It might be worth considering consolidating respawn alarms into a single member variable, so that the alarm state can be queried, (re)set, cleaned up on plugin unload, etc.
6. The respawned Bradley got stuck on the wreckage of the destroyed one, but I'm not getting any stuck notices after several minutes.
7.
I noticed that with "use all default routes" it was picking some very short ones. I tried setting a 100 checkpoint minimum, and it narrowed things down - but when I viewed them in the route editor, some of them have checkpoint numbers starting at 116 or so; seems like a possible bug?Edit: It seems it's because there are checkpoints going in each direction, so probably not a bug.8. When I set "Scientist Options - Amount Of Scientists To Spawn (might not spawn all of them)" to 5, I get over a dozen scientists. What's that about?
Edit: If it matters, I'm running with Carbon and PopUpAPI.
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I've noticed that Raidable Bases consistently pushes plastic chairs off of zip lines onto the ground when configured to eject deployables. I was told that it excludes non-player deployables, but this is clearly not the case.
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22 hours ago, tofurahie said:
just change UTC in the config so you will get the correct, (I don't rely on server local time because you can host server from another contry and the time won't match with yours)
I think you misunderstand: Your code is using local time, because it's calling `DateTime.Now`. This returns local time: https://learn.microsoft.com/en-us/dotnet/api/system.datetime.now?view=net-8.0#system-datetime-now
If your intention is for UpdateChecker to use UTC, then your code needs to be changed to instead call `DateTime.UtcNow`: https://learn.microsoft.com/en-us/dotnet/api/system.datetime.utcnow?view=net-8.0
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FYI, the time offset stuff doesn't really work as intended. It seems this mod uses `DateTime.Now`, which returns server local time. If UTC is intended as the time basis in this plugin, then `DateTime.UtcNow` should be used instead for getting current UTC time.
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Upgraded from 4.1.7 to 4.1.13, and it now just writes a timestamp to the log and discord instead of saying "all plugins up to date" - is this expected?
Lian Yu 3500
in Maps
Posted
Okay, we ran this for the first week of January. My players enjoyed it, but we compiled this list of issues: