
Burymore
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Everything posted by Burymore
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Would it be possible for the cooldown timer to be per player instead of everyone entering the zone? Its a pve server so it would be good to see if more than 1 person is entering the zone. but don't want 1 person spamming it. 2 players entering the zone in the cooldown timer should show both and then each get the cooldown timer. Thank you again!
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Yeah a cooldown timer would great as well. But integrating with Monument Watcher would be huge so that the new square zones won't overlap roads players may be farming down.
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I noticed with Zone Manager domes the bubbles are almost always too big (overlapping roads) or too small (since they are always a sphere) causing a lot of spam when players are entering. Is there a way to use Monuments Watcher 0.1.5 for the bounderies?
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That's what it was, I needed to set a group (default). It worked with my Monument IDs as names too : { "Name": "Missile Silo", "Radius": 100.0, "Radiation": 0.0, "Comfort": 0.0, "Temperature": 0.0, "SafeZone": false, "Location": "-49.56011 43.35525 811.358", "Size": "0 0 0", "Rotation": "0 0 0", "Id": "nuclear_missile_Silo", "ParentID": null, "EnterMessage": "", "LeaveMessage": "", "Permission": null, "EjectSpawns": null, "Enabled": true, "Flags": "AutoLights" }, Thank you!
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Still doesn't seem to be working even with the zone ID as the number. Does it need to be set to a permission group (default) or can that stay blank?
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Hey I'm trying to get the "Entered Zone" option to work but I'm having trouble with the zoneID field. I have monument finder & Zone Manager installed. I assume I'm missing something simple in the zoneID name.
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Okay well I disabled the plugin and it hasn't happened again in the past few days since. I had it at a very high speed so could it be if they flipped or hit something and at that speed it would dismount them to kill them? But for some reason placing them below the map? Either way, I keep RustAdmin on so it will highlight the error if it comes back, but haven't seen it. Maybe in a week I will re-enable the plugin for further testing to see if it returns.
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Love the plugin but players are dying due to this dismount issue causing them to go under terrain and losing all their gear. I turned off the plugin and It hasn't happened in a few hours so I believe it is the cause but I could be wrong. Failed to find dismount position for player :Burymore / *steamid* on obj : assets/content/vehicles/bikes/motorbike.prefab Killing player due to invalid dismount point :Burymore / *steamid*on obj : assets/prefabs/vehicle/seats/motorbikedriverseat.prefab Burymore[*steamid*] was killed by Suicide at (-1387.45, 10.12, -319.88) Failed to find dismount position for player :Fleurdelisman / *steamid* on obj : assets/prefabs/vehicle/seats/testseat.prefab Killing player due to invalid dismount point :Fleurdelisman / *steamid* on obj : assets/prefabs/vehicle/seats/testseat.prefab Anyone else experiencing this?
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*following* Love the plugin minus the icons over the death screen map. Players are complaining unfortunately.
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- 30 comments
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- #arctic research base
- #ch47
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Having the same issue with waves, even when Multi Heli is called it only spawns one and nothing else. "Multi Heli (Easy)", "Multi Heli (Medium)", "Multi Heli (Hard)", "Multi Heli (Elite)" "KeyNotFoundException: The given key 'Multi Signal (Easy)' was not present in the dictionary" Perhaps I have the name wrong?
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- 389 comments
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- 3
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- #helicopter
- #helicopters
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- 191 comments
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- #auto plant
- #auto farm
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(and 5 more)
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