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Everything posted by HunterZ
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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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- #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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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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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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Version 2.0.2
529 downloads
NOTE: Version 2.0.0 is not backwards compatible with 1.x - please backup your config file! About Kill Heli Vote This plugin allows your players to kill all Patrol Helicopters that have spawned, by simply voting in chat! Snaplatack Note: I originally made this plugin for my servers, but haven't seen anything similar that was already published. So I figured I would release it here HunterZ Note: Version 2.x is my own rewrite of another rewrite started by Snaplatack, which adds new features and addresses some issues I encountered in my own use. Optional Dependencies Heli Signals Loot Defender Features Kill all eligible Patrol Helicopters via a vote system Kill all eligible Patrol Helicopters via an Admin command Ignore Patrol Helicopters called by Heli Signals and/or while protected by Loot Defender Ban players from voting or resetting votes Reset votes on damage to Patrol Helicopters from a non-banned player Customize commands, permissions, and messages Permissions killhelivote.use - controls whether voting command can be used by a player/group killhelivote.admin - controls whether kill command can be used by a player/group killhelivote.banned - controls whether voting command and damage reset features should be locked out for a player/group Notes: The names of these can be overridden via the config file The plugin will react to permission changes without a reload Commands /voteheli - record vote towards killing all eligible active helis /killhelis - kills all eligible helis on the map, bypassing any votes Notes: These are the default command names, which can be overridden via the config file Configuration Plugin Settings Frequency of vote announcements [in seconds] - how often voting message/toast should be shown Percentage of votes required [0 - 100] - percentage of votes by eligible voters required to kill helis Ignore helis spawned by Heli Signals - whether helis called by Heli Signals should be ignored by this plugin Ignore helis locked by Loot Defender - whether helis should be ignored by this plugin while protected by Loot Defender Reset vote when a heli takes damage - whether to reset votes when any kill-eligible heli is attacked by a player who is not banned from voting Commands & Permissions This section allows you to customize command and permission names used by the plugin. Messages Steam ID to use for the image for messages [0 = default] - set this to the SteamID of an account whose profile picture you want to use for chat messages produced by this plugin Use chat messages - whether to show a given message via in-game chat Use native toast messages - whether to show a given message via toasts (popup banners) Toast type - style of toast to use (0 => Blue Normal, 1 => Red Normal, 2 => Blue Long, 3 => Blue Short, 4 => Server Event, 5 => Error) Notes: Chat and toast messages can be enabled at the same time if desired Credits snaplatack - original author nivex - (2.x) Loot Defender coordination zeeuss - (1.x) finding objects more efficiently on reload mr01sam - (1.x) helping with some Init procedures ViolationHandler - (1.x) code cleanup and improved code efficiencyFree- 5 comments
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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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