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Bad Cop

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Everything posted by Bad Cop

  1. Bad Cop

    terrain violation

    Changed Status from Pending to Closed
  2. Changed Status from Pending to Closed
  3. looks good, if the timers goes below 10 minutes, it should reset to 1 hour without closing
  4. Hi Mathew Richards Timer will always be counting down, but the option Refill when below secinds will reset it to Keep time left around seconds. Recommend default time settings if using always open.
  5. Bad Cop

    Stacking barrels /nodes

    unknown reason, investigating
  6. put 99999 in time Minutes until decay starts
  7. Thanks baludog, error because no certificate on the hosting URL. Will resolve that ASAP
  8. Bad Cop

    What setting's should I setup?

    Changed Status from Pending to Not a Bug
  9. Bad Cop

    What setting's should I setup?

    No problem, anytime !
  10. Bad Cop

    What setting's should I setup?

    There is no specific "no decay" switch , best way currently is to set this : "Minutes until decay starts (-1 = vanilla)": 99999, So the decay should never start
  11. Bad Cop

    terrain violation

    Close that deepsea ( /deepsea forceclose ) Wait few minutes, then open it ( /deepsea open) The plugin doesnt interact with the generation, liekly something went wrong somwhere between the updates and opening/closing. Let me know how it goes and if there are steps to replicate this. Ideally use noclip/vehicle to get in, vanish can still be a little temperamental.
  12. Bad Cop

    Loot Manager

    Should be soon. Give adem some time to re-work and do conversion logic again back to old format
  13. Bad Cop

    Question

    Changed Status from Not a Bug to Closed
  14. Changed Status from Pending to Closed
  15. Changed Status from Work in Progress to Closed Changed Fixed In to 1.0.3
  16. Bad Cop

    Cant build

    Changed Status from Pending to Closed Changed Fixed In to 1.0.1
  17. Changed Status from Pending to Work in Progress
  18. Hi ChardaZAR, Try: mail.sendall "Convoy is back!" "Convoy plugin has updated and the lag fix has been implemented.\n\nPlease let me know if you have any lag issues.\nThanks" think i scrapped * in one of the patches (still works with chatcommand - mail.send *) Will update description soon if you confirm all good on your end
  19. Changed Fixed In to 1.0.4
  20. Changed Status from Pending to Work in Progress
  21. Added foundation limiting in 1.0.4 , hope it does the job. Missed the upgrading, might come back to that
  22. I think its ok, the idea is that they don't hit the magic invisible wall that's just past the point which teleports you to deep sea, which in turns allow them to go through it, then that gets detected and triggers a kill on them. You will hopefully not see any more of them stuck as they spawn and fly off naturally over the coming day Here's a generated representation of what the deep sea portal is actually like, since the CH47 wasnt triggering entering the portal , it was just hitting the backing collider and gettin stuck there In vanilla, that wouldnt be a problem, but in the plugin we drastically increase the height of the portal, to allow flying vehicles to get in (rather than getting killed for being outside map bounds)
  23. @TritonianYeti try the new .cs included in 1.0.3 update
  24. Added to will look into it list
  25. Thanks, i found this was a false alarm, the hook is still working, but will be removed in the future. I will update it to the new hook soon.
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