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Brad Copp

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Everything posted by Brad Copp

  1. Makes sense, it did cross my mind , thanks !
  2. { "Default Skins": { "box.wooden.large": 3588571100, "furnace": 3588586960, "door.hinged.wood": 3590994485, "door.hinged.metal": 3591005762, "door.double.hinged.wood": 3639526071, "largebackpack": 3639503723, "box.wooden": 3639515678 }, "Change Crafted Item Skins": true, "Change Placed Item Skins": true, "Version": { "Major": 1, "Minor": 0, "Patch": 0 } }
  3. Not sure what it is, but some things will fail to skin on deployed - in my case, the small woodbox. If it's crafted, the skin is applied to it immediately. If an unskinned wood box is deployed, it doesnt skin. The large wood box for example skins fine on deploy
  4. Brad Copp

    Problems with duplication

    Hi Stormo, the plugin does not touch any loot in crates so it's probably caused by something else. If you need to roll everything back to vanilla without restarting, run these commands in console after closing deep sea deepsea.wipecooldownmax 5400 deepsea.wipecooldownmin 5400 deepsea.wipeduration 10800 deepsea.wipeendphaseduration 1800 deepsea.wiperadiationphaseduration 300
  5. Brad Copp

    Skills

    Did you have a chance to check this? Tried using the provided API but it acts as if didnt exist - specifically OnSkillsXPEarned This is my test method, with Skills plugin correctly referenced private object OnSkillsXPEarned(BasePlayer player, float amount) { if (player == null) return null; Puts($"OnSkillsXPEarned fired: {player?.displayName} amount={amount}"); if (amount <= 0f) return null; if (_ignoreEarnHookOnce.Remove(player.userID)) return null; if (!TryGetActiveTimedBooster(player.userID, out var booster)) return null; var bonus = amount * (booster.Percent / 100f); if (bonus <= 0f) return null; _ignoreEarnHookOnce.Add(player.userID); Skills?.Call("API_AddPlayerXP", player.userID, bonus); if (_config.NotifyBonusEarned) Player.Message(player, $"<color=#b6ff7a>Bonus XP earned:</color> <color=#ffffff>{bonus:0.##}</color>", null, _config.ChatIcon); return null; }
  6. Brad Copp

    disabled

    Changed Status from Pending to Work in Progress
  7. Brad Copp

    disabled

    Testing. What you can do for now is set the config like this this: "Set DeepSea Enabled Flag (restart may be required)": true, "DeepSea Enabled": false this is better option if you want it fully disabled.
  8. Brad Copp

    Problems with duplication

    It should definitely exist, its in the code for the last 2-3 versions
  9. Brad Copp

    Problems with duplication

    Changed Status from Pending to Work in Progress
  10. Brad Copp

    Problems with duplication

    Hi Stormo, something about the implementation of deepsea causes things to spawn even if they already exist. Im already aware of this. Will look into the crates problem too. For now, try tunning /deepsea dedupe This should clean up most or all duplicates
  11. Brad Copp

    Heli Pilots

    Hi walkinrey Did you ever have time to look at this again ?
  12. Changed Status from Pending to Work in Progress
  13. Thank you for reaching out. Will investigate and provide updates.
  14. Thanks, i get it. Lang files normally don't get updated for existing keys. Would need to delete the lang and reload, or edit only the specific entry. I havent really thought whether there's a good way of handling this, considering you may have several languages configured. I'll see what i can do for next patch
  15. show me what you mean
  16. Brad Copp

    Problems

    Log says the item is being registered twice. Can you attach your custom items data file here, or send in dm if secret
  17. Changed Status from Pending to Not a Bug
  18. Brad Copp

    CH47fix broke again.

    Changed Status from Pending to Can't Reproduce
  19. Brad Copp

    CH47fix broke again.

    Hi Ungerone I've tested this the last few days, but have not found a problem. The plugin compiles, and the helicopters are not grouping at the deep sea entrance. I will continue to keep an eye on this but have not noticed a problem at this moment.
  20. Tested the respawning again in the last few days, both on active pop plugin and an empty local server - the loot does respawn on timer as expected. Looted all crates and destroyed ores/npcs, moved away from the island for a few minutes, returned to see the content respawned. Config used for testing below. Note it's best to do any testing in Noclip rather than vanish. I noticed some stuff like NPCs don't network at all until you exit vanish so it may seem like they're not there. At the moment not able to replicate the problem, the ch47 have been successfully cleaned for the last few days, but i will continue to keep an eye on this. The respawning is per object, eg if you loot a crate, that specific crate will respawn after the time you configure.
  21. Hi BaluDog, i've set it up on a new server today and could not replicate, whats shown in the console when loading the plugin with Enable Debug Messages = true? On load you should see something like this And when wounding an NPC:
  22. Looks good 9999999 seconds is 2770+ hours. If you didnt close deepsea yesterday, the timer will keep counting down until "AlwaysOpen - Refill When Below Seconds"
  23. Brad Copp

    CH47fix broke again.

    For real? With the post wipe hotfix they released? I'll take a look next day
  24. Tried with /deepsea open ?? FP made a change so deepsea doesnt open on wipe

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