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Everything posted by Brad Copp
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Changed Status from Pending to Work in Progress
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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
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Changed Fixed In to 1.0.4
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Changed Status from Pending to Work in Progress
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Added foundation limiting in 1.0.4 , hope it does the job. Missed the upgrading, might come back to that
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CH47 Geting stuck on Deep Sea Boundary
Brad Copp replied to TritonianYeti's Support Report in Support
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) -
CH47 Geting stuck on Deep Sea Boundary
Brad Copp replied to TritonianYeti's Support Report in Support
@TritonianYeti try the new .cs included in 1.0.3 update -
Added to will look into it list
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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
84 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