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Everything posted by HunterZ
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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 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
- 285 comments
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- #updates checker
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- 285 comments
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- #updates checker
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- 285 comments
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So I accidentally spawned a base on top of an Oxum's, and it permanently pushed a bunch of non-player deployables out of the monument (chairs, toilet, etc.). I also accidentally did this once at Ranch on a previous wipe, and ejected all the horses out lol. Questions: Is there some way to revert them to their original positions, or are they stuck like this until the next map wipe? Is there a way to configure RB so that it ejects player deployables only, and not default ones - or a possible code fix? I noticed that player deployables all seem to have an owner while default ones don't, so it seems like maybe checking for that might work.
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Maintained and scheduled events have a "Time To Wait Between Spawns" setting. Scheduled events also have "Every Min Seconds" and "Every Max Seconds" settings, and I'd like to know how those all interact with each other because it's not obvious. Edit: It's also not obvious what the time unit is for "Time To Wait Between Spawns". Minutes?
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Thanks. I ended up adding this logic, and it does end up triggering quite a lot during Raidable Bases raids (I know this because the log shows a completed raid within a couple minutes of the log message below being spammed): foreach (var id in authorizedPlayers) { if (!id.IsSteamId()) { PrintWarning("OnStructureAttack(): Aborting due to non-player owner"); return null; } break; }
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First I'll mention that the typical hook time has dramatically reduced (from 30s to <1s) since I turned off "protect all prefabs", so I guess maybe it was animals trying to kill each other forever that was causing a lot of it lol. Regarding your suggested logic: This will only ever run one iteration of the loop, because it will either break out of the loop, or bail out of the entire method. Is this intentional?
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Ah, okay thanks. I guess I'll have to trust that the included list is comprehensive enough. I checked ownership on an RB TC, and it says: (2) Authorized Unknown: 4890063 - 4890063 Unknown: 6485344 - 6485344 I'm not sure if these correspond to the NPCs that RB spawned outside, or if they're arbitrary, but in any case they're not players.
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Another funny data point: For some reason, animals keep congregating on my base. Another player saw this while I was offline and said they were unable to kill them - and the animals were unable to kill each other - because of ORP lmao. I'm not sure what would cause this. I just tried turning off vehicle protection in case it's that, but unfortunately the user had already logged off and wasn't able to try again.
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- 285 comments
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- #updates checker
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