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Everything posted by HunterZ
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It's more of a forum than a proper plugin site. The stuff it shows for updates has more to do with the threads than the actual plugins.
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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.
- 279 comments
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- #updates checker
- #plugin
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What are you taking about? Stuff has been updated this month: https://game4freak.io/plugins/better-dropped-item-stacker.60/history
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Please reconsider adding support for game4freak.io. It has been featured in multiple videos by srtbull, so there is now lots of interest.
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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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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. I don't understand the question. What PVE/PVP plugins are you running?
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Right, it doesn't know what TruePVE is doing, which is why you also have to align the height limits in Super PVx Info's config file with what you have in TruePVE's config file. My plugin is limited to what TruePVE's public API allows, or else there's no chance of also supporting other PVE plugins like NextGenPVE, SimplePVE, etc.
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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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- 279 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.
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- #trader
- #travelvendor
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