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Everything posted by BetterDeadThanZed
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custom AI are still doing radio sounds
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
I have "Allow_Rust_Loot_Percent" in the config with a number (100). I don't see "Allow_Rust_Loot". -
custom AI are still doing radio sounds
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
I just had a biome zombie with the scientist sounds and I think they are getting the scientist loot. -
I know we talked about this in the Discussion section, but just to put it in the support ticket, I get the same thing but only when the server starts up. A subsequent reload through the console loads it just fine. Does that happen to you @PINKY20053?
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I just had a player that could not close the welcome panel when he logged in. Clicking on the button to close it just didn't work. I had to disable the option to open it on connect and he could get in. Once in, he was able to open and close the panel without issue. He also informs me that it basically disables his connection when the welcome panel opens automatically. For example, when he connected and the welcome panel was open, if he alt-tabbed to Discord, he couldn't send any messages, it was like his internet was overloaded. I've asked him to find out how to enable client side logging and we'll see if the log says anything but maybe this information helps?
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I was about to put in a support ticket for the plugin not starting when the server restarts: BotReSpawn - Failed to compile: BotReSpawn.cs(3362,39): error CS0305: Using the generic method `Facepunch.ComponentExtensions.GetComponent<T,U>(this T, out U)' requires `2' type argument(s) Does this update you just released address that?
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I know you said you fixed this issue, but it seems only the Default Profiles are working properly. The ones from the Custom Profiles still have the radio sounds, even with them disabled: "farm": { "type": 1, "Spawn": { "AutoSpawn": true, "Radius": 45, "BotNames": [ "Zombie" ], "BotNamePrefix": "", "Keep_Default_Loadout": false, "Kit": [ "BS_Zombie_Farmer" ], "Day_Time_Spawn_Amount": 8, "Night_Time_Spawn_Amount": 8, "Announce_Spawn": false, "Announcement_Text": "", "BotHealth": 150, "Stationary": false, "UseCustomSpawns": false, "ChangeCustomSpawnOnDeath": false }, "Behaviour": { "Roam_Range": 40, "Aggro_Range": 30, "DeAggro_Range": 40, "Peace_Keeper": false, "Bot_Accuracy_Percent": 50, "Bot_Damage_Percent": 50, "Running_Speed_Boost": 0, "AlwaysUseLights": false }, "Death": { "Spawn_Hackable_Death_Crate_Percent": 0, "Death_Crate_CustomLoot_Profile": "", "Death_Crate_LockDuration": 10, "Corpse_Duration": 180, "Weapon_Drop_Percent": 0, "Min_Weapon_Drop_Condition_Percent": 50, "Max_Weapon_Drop_Condition_Percent": 100, "Wipe_Belt_Percent": 100, "Wipe_Clothing_Percent": 100, "Allow_Rust_Loot_Percent": 100, "Respawn_Timer": 300 }, "Other": { "Chute": false, "Suicide_Timer": 5, "Die_Instantly_From_Headshot": false, "Instant_Death_From_Headshot_Allowed_Weapons": [], "Disable_Radio": true, "Location": { "x": 1620.38965, "y": 1.25728452, "z": -806.764832 }, "Parent_Monument": "" } },
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Clipping through elevators
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
When I tested this, it was just me and one other player and his internet connection was really really bad, which I think it why he glitches through the floor of it. It's fine, if players choose to play online games with such crappy internet, that is their problem I guess. 🙂 -
Bots disappearing on death
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
It seems the OregonZombie plugin that is included with the Oregon map is causing this issue. I unloaded that plugin and it works fine. I've contacted Gruber about it. -
I've been using this plugin for several months so I'm familiar with how it works. Today I was working on my test server when I found out that if I kill a bot, it disappears on death. I've never had this happen to me before. It happened with bots from both the custom profiles and default profiles. Below are links to my profiles. The map I'm testing this is the Oregon Land of the Dead. Default profile: https://pastebin.com/vRRwBP5m Custom profile: https://pastebin.com/8hHVz3yL
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Clipping through elevators
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
Is there anything that can be done about the players that glitch through the elevator? Perhaps if the elevators come back down and there's players down there, they are telported to the surface, or worst case scenario, they are kicked out of the event? -
Clipping through elevators
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
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I am just testing this out right now before I go live with it and I had a player that fell through the elevator while it was bringing him up. He has a bad connection so that might have something to do with it. Also, found a rock you can see through. [url=https://ibb.co/wRqkj08][img]https://i.ibb.co/wRqkj08/20211125232359-1.jpg[/img][/url] [url=https://ibb.co/xXtTjH4][img]https://i.ibb.co/xXtTjH4/20211125232404-1.jpg[/img][/url]
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Indoor furnaces become outdoor
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
Any chance of having this addressed? -
So with that config, the resource would produce between 45 and 450 of that particular resource per minute? I noticed the quarries have a rating ## pm. Is that was the resources should be per minute normally? I'm confused because I placed a quarry that had metal ore at 77 pm. In 1 minute, it generated 1100 metal ore.
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Loot missing from raidexpert10
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
Yeah, I upgraded it later that day after I saw the updates section. -
I just downloaded this for the first time, after getting the update notification and my carpet is inivisble.