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Everything posted by Brad Copp
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Makes sense, it did cross my mind , thanks !
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{ "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 } }
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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
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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
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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; }
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Changed Status from Pending to Work in Progress
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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
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Changed Status from Pending to Work in Progress
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Thank you for reaching out. Will investigate and provide updates.
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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
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Changed Status from Pending to Not a Bug
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Changed Status from Pending to Can't Reproduce
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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.
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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.
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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:
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For real? With the post wipe hotfix they released? I'll take a look next day
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Tried with /deepsea open ?? FP made a change so deepsea doesnt open on wipe