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Everything posted by dustyhansen
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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.
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@supreme any updates on this?
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@Adem
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Any luck on this? Players are pretty frustrated about it.
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@Marte6 can you please reopen this ticket and see the above?
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I am having an issue with your loot table here and even with the raidable base ones I bought separately. This is supposed to be a 2x loot table, yet my players are regularly getting less than the default quantities of loot. In a heli crate, for example: A vanilla heli crate 556 ammo spawn has: 120 normal 60 incendiary 30 explosive 40 high velocity Your ammo crate has less weight and and has:: 80-240 normal 40-120 incendiary 20-60 explosive 20-80 high velocity How is it a 2x if it can spawn 67% less quantity than a vanilla server? Players rarely get vanilla rates, let alone 2x rates. I tried your loot tables for raid bases and they were instantly rejected by my players. Nowhere near enough boom and getting things like cooked chicken, sewing kits, thompsons, etc. in expert and nightmare bases. Players expect to break even or make a profit on a raid base, at least on my server they do.
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I am not sure what his auth level is, i just know he is getting put in the admin oxide group.
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I regret to report another bug. I have a user that is a moderator on my server, which means he is in the mod oxide group and is not in the users.cfg, based on how I use the role mod. This player was using /mod to switch between mod mode and player mode and the plugin kept putting him into the admin group after a few times switching. He was made an admin and had admin access, even though he was not in the users.cfg file. He was added to the admin list in the data file for Auth Toggle. I unloaded the plugin, removed him from the data file, and removed him from the admin oxide group, but it still happened 2 more times. So I had to remove his access from this plugin and just leave it for admins until this is addressed.
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- 248 comments
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Have you given consideration to adding a Zone Exit Delay for the Zone Manager zones? When PVE players leave the zone they immediately return back to PVE, but realistically there should be a configurable delay. "ZoneManager": { "ZoneExitDelay": 10 //time in minutes "ForceModeInZone": { "name~pvp": "pvp" } }, Something like this maybe?
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Sorry I am behind from wipe yesterday lol.
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It looks like you cannot place industrial on the furnaces when they are placed on a foundation?
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I added this to my shop like you said, but I get an error in console when the command is executed: 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.
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- 248 comments
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sorry, i forgot to reply here... so i was assigning the ignore permission to groups, not individuals i gave it to the admin group and the warmodepve group the intent is that when an admin is online or a pve player (in a mixed clan/base) i didn't want the base to be raidable because they couldn't defend it admins can switch in and out of admin mode with another plugin that adds them to and removes them from the admin group players can switch in and out of pve mode with your plugin and the /flag command so ideally, the ignore permission would be added and removed in real-time based on this but, i was having the issue where when i switched out of admin mode, i was still being ignored by raid protection unless i reloaded the plugin same thing with switching to pvp mode does that make sense? as for owner or founder, it could vary the admin may have built the base and placed the tc or the pve player may have done the same it needs to be able to handle either situation, but refresh in real-time...