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Everything posted by Brad Copp
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CH47 Geting stuck on Deep Sea Boundary
Brad Copp replied to TritonianYeti's Support Report in Support
Changed Status from Pending to Work in Progress -
CH47 Geting stuck on Deep Sea Boundary
Brad Copp replied to TritonianYeti's Support Report in Support
Hi I have also noticed this... phenomenon. I will investigate and let you know. Regarding the deepsea not being accessible after ent kill - it looks like the ch47 are getting stuck in the deep sea portal. It is like a huge invisible box, so when you ran ent kill, it targeted the box and removed it. -
Of course not. Recently started the config from beggining and missed that Thank you SODVenom, i tip my hat to you sir. /CLOSE
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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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At the moment, crate preset loot doesnt look to be dropping when vehicle is destroyed - the loot is lost It would be better if the loot dropped, for example if using invisible crate inside a car, requiring car to be destroyed to get the loot
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Version 1.0.1
96 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'
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Changed Status from Work in Progress to Fixed Changed Fixed In to 1.0.1
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Thanks for letting me know, please check update v1.0.1
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Changed Status from Pending to Work in Progress
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Should be like this, hope it makes sense If Allow Any Vehicle = true plugin allows all vehicles (subject to RequireBoat, passenger checks, extra-vehicle checks, etc.). If Allow Any Vehicle = false and AllowedVehiclePrefabs has entries, plugin enforces only those listed. Those not in list should be rejected If Allow Any Vehicle = false and AllowedVehiclePrefabs is empty, it falls back to vanilla ( it should respect whatever vanilla allows) For the player boat, i think its assets/prefabs/boat/playerboat.prefab
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Good question. Not sure about the boat, havent really looked at it yet tbh. I think this is the scientist boats assets/content/vehicles/boats/rhib/rhib.deepsea.prefab assets/content/vehicles/boats/ptboat/ptboat.deepsea.prefab
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Hello hid333 This is the type of config it's expecting: "Allowed Vehicle Prefabs": [ "assets/content/vehicles/boats/rowboat/rowboat.prefab", "assets/custom/littlebird.prefab", "assets/content/vehicles/minicopter/minicopter.entity.prefab" ]
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Hey, hope you're well This might need a patch to ignore the planters in deep sea floating city (public planters players can pay to access)