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Everything posted by dustyhansen
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- 8 comments
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- #quarry
- #controller
- (and 7 more)
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Have you had a chance to look at this at all?
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Dude. I'm not asking for a custom loot table and I am not wanting a fixed loot table. You are missing my point entirely. I want my players to not have a greater chance of getting less than vanilla loot rates on a 2x, that is all. There is a way to do it, it would mean that you you would set the minimum amounts to at least vanilla rates, though they should be higher, and still use ranges and the features of AlphaLoot as intended. You are the one that configured it so they can get 80 556 in a crate that has 120 on a vanilla server. I don't want you to update your loot table, I will just leave a review and move on. I don't want to use your products if you are going to have this kind of response to questions about why things are configured as they are. If you are going to advertise a 2x loot table, it should generate 2x the loot of vanilla or at least players should have a higher probability of getting 2x than less than vanilla rates. If you disagree with that statement, then we aren't going to find common ground here. Thanks for your time.
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Is the conversation over?
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he said to give you this info, does this help at all? This is the part of the code you can send to the other dev: [ConsoleCommand("gq")] private void GiveQuarryCommandCmd(ConsoleSystem.Arg arg)
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Does this mean my review was denied?
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This has nothing to do with Raidable Base compatibility. This is the plugin creator changing the definition of raiding. And changing the owner ID to something other than 0 would have many more downtstream impacts than having a config option in this plugin that simply gave us a choice.
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I want my players to be raid blocked when raiding a base. As your plugin advertises.
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and why do you think this decision is the right one for all players and shouldn't be configurable?
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Why do I not get raid blocked when raiding a Raidable Base from the plugin?
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Alright, well clearly I didn't make up the error message that references your plugin above. And I don't use the same shop plugin as you do. When I type the command in console it works fine. I opened a support ticket with the shop plugin and he doesn't seem to think it is his plugin, so what am I supposed to do? https://codefling.com/files/sc/18664-error-when-buying-command/?tab=comments#comment-92385
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So do I, but this one is a problem. Does this look correct to you? "quarry-0": { "Command (if set, ignore item)": [ "gq {userId}" ], "Shortname": "", "Skin ID": 15, "Amount": 1, "Item Name": "", "Display Name": "Quarry Computer", "Is Blueprint": false, "Icon URL (if skin not 0)": "https://alliant.nyc3.cdn.digitaloceanspaces.com/ShoppyStock/ShopItems/98%20-%207s1zxub.png", "Price": 15000, "Price Per Purchase Multiplier": 1.0, "Multiply Price Per Daily (true) Or Per Wipe (false) Purchases": true, "Show Description Field": true, "Discount Permission (value)": {}, "Required Permission": "shoppystock.vip2", "Display Blacklist Permission": "", "Daily Buy Max": 0, "Wipe Buy Max": 2, "Cooldown Between Purchases (in seconds, 0 to disable)": 0 } Here is the other ticket I have: https://codefling.com/files/support/18497-quarry-limit/
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I am getting the following error when a player buys a Quarry Computer from the shop. The command is "gq {userId}" and it works just fine when I type the command in the console, but when Shoppy Stock issues the command we get the error. Failed executing console command 'gq' in 'Quarry Computer v1.4.1 by Marte6' [callback] (Object reference not set to an instance of an object) at void Oxide.Plugins.QuarryComputer.GiveQuarryCommandCmd(Arg arg) in /home/container/carbon/plugins/QuarryComputer.cs:line 1277 at object System.Reflection.RuntimeMethodInfo.Invoke(object obj, BindingFlags invokeAttr, Binder binder, object[] parameters, CultureInfo culture) 01/16 18:53:36 | [ShoppyStock] Player Milfred (76561198328184183) purchased x1 Quarry Computer for 15k SCRAP. Here is the Quarry Computer plugin from here that I am using. The developer can't reproduce this with his shop plugin:
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But you put double periods again. It will still have the same issue. Why are you doing "1..3" instead of "1.3"?
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Well I would question how many of us are using forced PVP and PVE areas on the same map and also want PVP delays. That seems like a very small population to cater to and I would say that server owners in this situation just have to deal with this challenge their own way if they choose to have such a complicated setup. I wouldn't expect a plugin developer to address this challenge.
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I feel like you are discounting my question here entirely. Why the low range on the loot quantity? To repeat, this allows for the loot to be 67% less than vanilla in a claimed 2x loot table. In simple terms, players are getting shittier loot on my 2x server than they would be on a vanilla server. Does that make sense? You said the same thing about the raid base loot as well, but your players are not my players. My issue with the raid bases isn't the quantity of loot necessarily, it is the quality. The actual items chosen to be in the loot table. But I will take another look at settings.
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Would there be any way to add a config option to exclude this event from Dynamic PVP on uMod? I want to use Dynamic PVP to make Cargo a PVP zone and it works great, but it also makes this Cargo a PVP zone and we want Harbor Event to be a PVE event.
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Is there a way to add a config option to adjust/extend the heli loot despawn times? When a player is taking a giant train solo, the loot from heli despawns before they can get to it.
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Oh I misunderstood, ok, so I should probably not use this for players that are not to be in auth 1, got it. Thanks.