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Everything posted by Brad Copp
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A search option to filter discussion posts and support requests by keyword and/or user would make it easier to check if something was already discussed before requesting support etc. I see theres a global support center search but would be nice to have these within product discussion/support too.
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Can try mine. { "Control - Schedule (plugin manages open/close mode and timers)": true, "Control - Content (plugin sets island/ghost ship/RHIB spawn settings)": true, "Control - Travel Rules (plugin changes what can pass through the portal)": true, "Control - Building (plugin enforces allow/deny building while in deep sea)": true, "Force apply change on plugin reload? (closes + reopens deep sea to apply spawn changes immediately. Recommend manual close/open instead.)": false, "Schedule": { "Mode (Vanilla | AlwaysOpen | Disabled)": "AlwaysOpen", "Open Time Seconds (vanilla wipeDuration)": 9999999.0, "Cooldown Seconds (time until next opening after closing)": 5400.0, "Final Phase Seconds (used for end weather/ramp)": 1800.0, "Radiation Warning Phase Seconds (entry blocked when time left is below this)": 300.0, "AlwaysOpen - Keep Time Left Around Seconds": 3600.0, "AlwaysOpen - Refill When Below Seconds": 600.0, "Disabled - Push Next Opening To Seconds": 9999999.0, "Set DeepSea Enabled Flag (restart may be required)": true, "DeepSea Enabled": true }, "Content": { "Islands": { "Count": 6, "Spacing Size (bigger = more spread out)": 300.0, "Edge Buffer (bigger = further from outer edge)": 750.0, "Minimum Spacing (hard minimum distance)": 600.0 }, "Ghost Ships": { "Count": 4, "Spacing Size (bigger = more spread out)": 80.0, "Edge Buffer (bigger = further from outer edge)": 450.0, "Minimum Spacing (hard minimum distance)": 400.0 }, "RHIB Groups": { "Count": 4, "Spacing Size (bigger = more spread out)": 10.0, "Edge Buffer (bigger = further from outer edge)": 1150.0, "Minimum Spacing (hard minimum distance)": 300.0 } }, "Travel Rules": { "Allow Any Vehicle": true, "Allowed Vehicle Prefabs (If not all vehicles)": [], "If any vehicle, require boat type only?": false, "Allow Players Without Vehicle": false, "Allow Noclip Players": true, "Allow Non-Player Passengers (npcs)": false, "Allow Non-Player Entity Teleport (npcs)": false, "Allow Entry During Radiation Warning Phase": false, "Ignore Extra Vehicle Onboard Check (eg copter transported on boat": false, "Log entry/exit": false }, "Building": { "Allow Building In Deep Sea": false, "DeepSea - Limit Foundations": false, "DeepSea - Max Foundations Per Player": 20, "DeepSea - GameTip: Show remaining on successful place": true, "DeepSea - GameTip: Show message when denied": true }, "Notifications": { "GameTip - Deep Sea Opening": true, "GameTip - Deep Sea Opened": true, "GameTip - Deep Sea Closing": true, "GameTip - Deep Sea Closed": true }, "Respawn (Crates/NPCs/Hackables)": { "Enable Respawn System": true, "Check Interval Minutes": 15, "Min Distance From Players To Allow Respawn": 200.0, "Respawn Hackable Crates Via Ghostship": true, "Hackable Crates Count": 1 } }
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Upload the custom map file here as an example - https://mapstr.gg/ It will give you direct download link to the map file which is needed in server.levelurl
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It was fine when it was simply an api for spawning npcs. Now it takes away most of the configuration from the plugins that actally use it and stuff it all in one folder. As an example in better npc, the monument configs now only store npc positions, and for every npc, settings have been removed and separated into individual files, all stuffed into the npcspawn folder, with many duplicates and no indication which monument preset they came from. eg if same NPC name in oil rig and large oil rig, you now have two files with the same npc name, and some randomised string for the duplicate, no indication which is from small and large rig . Now i have to spend time figuring out which monument Scientist-56e34e comes from, and which npc is from which oil rig . Bonus star for the new AI brains
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- #karuza
- #karuza vehicle
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- #escape from tarkov
- #eft
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- #loot
- #lootmanager
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This one might be a problem, because it is not technically a vehicle as far as the game is concerned. Seems more like items attached and surrounding a kayak for visuals, possibly the parented items blocking entrance with collision. I would recommend checking with Adem, I have a feeling he would already be thinking how to change this behavior. In case of karuza's vehicles, despite consisting of many different prefabs, they are done in a way so the game considers the whole thing to be a vehicle rather than individual parts, they even get their own unique prefab path, hence they go through the portal just fine
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Version 1.0.1
75 downloads
Player Boat Decay lets you tune player buildable boat global decay with straightforward configuration. Set how many minutes a boat takes to fully decay, and optionally add a “grace period” after last use before decay starts. Can easily reset back to vanilla and even apply updated settings without reloading plugin. Permissions playerboatdecay.admin Required to use the chat commands (if not server admin) Commands /boatdecay status Confirms current decay values /boatdecay reload Reloads the config, reapplies the global decay minutes immediately. Config notes Minutes to fully decay (-1 = vanilla): sets time to fully decay Minutes until decay starts (-1 = vanilla): sets how often after no interaction the decay starts Custom tick interval seconds: How often decay should tick when active Skip decay when indoors: optional ignor decay if boat is considered inside Log debug in console: prints decay details when enabled.$5.99 -
I probably over complicated this setting, but here's the explainer: "DeepSea Enabled" = Do you want Deep Sea ON or OFF? "Set DeepSea Enabled Flag" = This is permission for the plugin to change it, eg if you change setting and reload ^ If you want deepsea to be enabled (its default on all servers anyway, unless other plugin or server convar disabling), you would set true/true If you want deepsea to be disabled, set false/true
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The ghost ships are most likely there, but not visible. Try disabling deepsea, reloading plugin then /deepsea close , after few minutes enable again, and run /deepsea open But i think you might be experiencing a game bug or known issue with Circular Networking. Similar to invisible patrol helis. If you have the circular networking plugin, remove it. If you use Carbon, disable circular networking Hopefully some more game patches coming soon.
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Looks like both closing and opening is not very performant in general. The plugin levarages the vanilla behavior for opening and closing. There's a few complaints about this already with Facepunch. Most servers are seeing these spikes which can last up to few seconds. For me when testing, i notice a slight drop for about 1-4 seconds for both open/close. This can vary by server performance, map size, how much stuff you're spawning in deep sea. But even with minimal content it does that. There should be some hotfixes coming from facepunch over the next days including for other bugs. This update definitely wasn't ready to go. Im gonna keep an eye on things and if there is something that can be further improved on the plugin side, I will definitely include in updates, though at the moment best explanation is the classic 'Blame Facepunch'