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Everything posted by HunterZ
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Super PVx Info already supports TruePVE. Set the default PVx type in the config file to PVE if you run TruePVE, or to PVP if you don't. Super PVx Info does its best to determine which kind of area you're in, then falls back to the default if it can't get an explicit state.
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Um, it's popular now that srtbull has been flogging it. Please add support
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- 278 comments
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- #updates checker
- #plugin
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Support for KpucTaJl's event plugins has been added in version 1.3.0, but I can't test them. Let me know if you get a chance to verify.
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Changed Status from Pending to Work in Progress Changed Fixed In to 1.3.0
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Also got a response from Adem. Sounds like he/she is willing to add enter/exit hooks. This approach would be easy for me to integrate with, as I already support it for a few other plugins
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Update - KpucTaJl responded with the following information regarding his/her plugins: AirEvent and WaterEvent provide event start hook signatures that look like this: void OnAirEventStart(HashSet<BaseEntity> entities, Vector3 pos, float radius) All others provide ones that look like this: void OnSupermarketEventStart(Vector3 pos, float radius) And they all provide event end signatures that look like this: void OnSupermarketEventEnd() I should be able to make this work, but it will take some effort due to being an approach that I haven't encountered yet. It will require things like persisting event records in my data file in case SuperPVxInfo gets reloaded while an event is active.
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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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Looked through the descriptions of all of these, and their APIs/hooks don't provide enough info for me to add support. I'll reach out to the two authors and see if they're willing to work something out. Edit: I have sent them each a DM on Discord and will report back if I hear anything.
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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.
- 6 comments
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- #trader
- #travelvendor
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Do you run custom maps? Do you run procedural maps that are too small to have ring roads? If your answer to either question is "yes", then this plugin is worth checking out as a way to provide your players with access to this otherwise-inaccessible content added by Facepunch. The spawned vendor seems to be able to navigate across connections between multiple roads in order to drive a significant distance across the map, which is quite impressive since conceptually similar plugins like Road Bradley don't currently manage to do this on their own. On the other hand, version 1.0.0 seems to be missing the vanilla behavior of pulling over when a player approaches. To make up for this, it stops at configurable intervals for a configurable amount of time. I also noticed that the vendor's turrets attack scarecrows (Halloween zombies). This is probably vanilla behavior, but I figured some folks might be interested to know. By default this plugin also unloads itself if a ring road is detected, in order to work seamlessly on servers that alternate between large maps and small/custom ones. This behavior is also configurable. Verified working with Carbon as well.
- 6 comments
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- #trader
- #travelvendor
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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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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.