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Everything posted by Caroleenje
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I understand, however, it also removes those that players spawn as a personal event. This is a prime example of a player report (they fought it at night, so the visibility is poor). Once the Convoy comes close, their Bradley gets removed. It's a high difficulty which costs up to 200 C4 to kill. I guess you can imagine the frustration if they are mid-fight, spending all the materials on spawning them, and on the lost C4. https://drive.google.com/file/d/1KjUMpLYbmhHRQrZX9-wv353IwtUC69D1/view
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Hi. I only recently started using Convoy, and everything went great until I began receiving reports of players losing their personal Bradleys. I'm using the Road Bradley plugin, where players call personal ones on the roads. The Convoy seems to destroy any obstacle in its path (understandably), including those personal Bradleys. Blacklisting roads is not always an option since fully custom maps often lack the ring road or longer paths in general. Is there anything that can be done about this? A setting that lets us choose whether Bradleys can be removed (for other owners using Road Bradley) would help greatly! Thank you for consideration.
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You can add them by yourself as industrial.furnace.large, however, the industrial electric ones won't work at all. Those don't take any power if you add them to the list even if they are directly plugged from the test generator. They won't light up at all.
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It’s ok! It was easy to miss, and if I wasn’t in Rustmaps discord I wouldn’t know about it either
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The height map of Launch Site changed in April, the Silo and Tunnels followed in May. The deep part no longer has the alpha mask applied, but the terrain is now carved out. The mounds don't have flat ground below them, but the terrain height matches them. I attached the screenshots. The first one is your old version of the terrain. The second one is after applying the current new height mask.
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Hi, The map misses the latest update for the terrain height of Launch Site which changed with the April forced wipe.
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Thank you for the super quick response and solution! I left the warning open for about 8 minutes, and I haven't seen it happen anymore (before it would be just a matter of seconds)! Thank you, much appreciated!
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Of course. Here you go. I also noticed that once I relog, the part of UI is back (until I send next warning). InfoPanel.json
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Hi, I just got this plugin to replace our old warning system, and so far, it looks great; however, before I can actually start using it in the live environment, I've noticed this little annoying bug. I'm using the Info Panel from uMod (https://umod.org/plugins/info-panel). Part of my UI is displaying random messages right in the center, below the hotbar. If I send a warning, within a few seconds, this part of the UI moves up and covers up the text. It fully disappears once I acknowledge the warning until InfoPanel reload. I don't seem to see any errors, but I noticed this Unknown Parent popping up in my client console after I accepted the warning.
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Error while compiling CustomPortals: 'Pool' does not contain a definition for 'GetList' | Line: 478, Pos: 56
Caroleenje replied to Covfefe's Support Report in Support
At first glance, it seems to work without issues. Thank you for the update! -
Thank you! Appreciated.
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Sorry, I think I didn't explain what I meant clearly, and may have overcomplicated it. This is my cooking meal, giving you 25% extra XP buff for 10 minutes. "daves welsh rarebit": { "enabled": true, "shortname": "fish.cooked", "skin": 3329209371, "description": "Enjoy the perfect blend of melted cheddar poured over crispy bread with bacon, topped with spicy chili. Actually... surprisingly spicy!", "Spoil time [hours - if applicable]": 168.0, "duration": 600, "buffs": { "SkillTreeXp": 0.25 }, And this is my injection item: "common quantum shard": { "displayName": "Common Quantum Shard [XP: 7000]", "shortname": "xmas.present.large", "skinID": 3329896239, "effects": [ { "min": 7000.0, "max": 7000.0, "type": "XPInjection", "preventXpModifiers": true } ] }, I expect this item to give exactly 7k XP at all times. But if I consume the meal, the 25% buff still applies even with the preventXpModifiers set to true. This gives me 8750 XP instead of 7k. Is there a way to make XPInjection ignore this buff as well?
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Hi, I'm looking into the XPInjection items, and I'd like players to get the exact amount of XP displayed (so say 7k XP). I set the preventXpModifiers to true, which works with the modifiers coming directly from STIP or even the SkillTree night bonus, however, if you use a Cooking meal with SkillTreeXp buff, the buff will still count regardless. It's not something I want, as if you have one with a value of 112k XP and get 25% buff from the meal on the top, it gets crazy very quickly. Is there any way around it? Thanks in advance!
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Thank you! As long as you are aware then it's all ok!
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Since the last update, you can't add more water to the chicken coops than 100. I removed the plugin for the test, and I can add up to 1k without issues.
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They were kind enough to add this option. Thanks again. You can close my ticket.
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Same thing. A player just reported his boxes missing (only large chests). Other one mentioned that their team mate placed a locker upstairs and all boxes downstairs collapsed
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Thank you! I'll try to get in contact with them and see if they'd be willing to add that. Thanks for the help!
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These two: { "SellItem": { "ShortName": "xmas.present.large", "DisplayName": "common quantum shard [XP: 7000]", "Amount": 1, "Skin": 3329896239 }, "CurrencyItem": { "ShortName": "redidtag", "DisplayName": "Heli Token", "Amount": 9, "Skin": 3447697655 }, "RefillMax": 100, "RefillDelay": 0 }, { "SellItem": { "ShortName": "xmas.present.large", "DisplayName": "runic drive [SP: 1]", "Amount": 1, "Skin": 3679647311 }, "CurrencyItem": { "ShortName": "redidtag", "DisplayName": "Heli Token", "Amount": 9, "Skin": 3447697655 }, "RefillMax": 100, "RefillDelay": 0 },
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Hi, With the old Skill Tree Items, I listed one XP and one SP item in the server outpost-like vending machine (modified through CustomVendingSetup on uMod), where players could purchase them for special tokens only obtained through the hardest heli. I only now stepped over to this pro version and tried listing them again with the current plugin, however, if I purchase them, they just act as large presents and unwrap instead of granting the XP. Is there any way to work around this?
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Got it, thanks! I see now what I did wrong.
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Hi, I was trying to play with the skill presets, but noticed that each preset is saved in the previous one, and the actual one you just created remains empty. Similar to what the respec issue was after the UI changes. As in the example below, I saved a few mining and woodcutting skills in the gatherer preset, which remains empty. Once I create a new preset (loot goblin in this case) with different skills, these skills are saved to the gatherer instead of my new preset. If I created another preset, that one would get saved to the loot goblin and so on. Am I doing anything wrong, or is there an issue?