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Everything posted by imthenewguy
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- 209 comments
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- #items
- #enhancement
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(and 6 more)
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Version 1.0.5
88 downloads
King of the hill is an arena plugin similar to SurvivalArena, Paintball, ZombieInfection and GunGame. It spawns an arena high in the sky to host the game, and players can join from anywhere on the map via a command. The plugin will store all of the players items, stats and buffs, and teleport them to the lobby before the game starts. The objective of the game is to be the first player to hold the hill for the target time, or be the player with the highest hill time by the end of the event. Upon completion of the event (or if a player manually leaves), players are returned to the location that they joined from with their equipment, stats and modifiers in tact. The plugin is highly customizable and allows you to: Create as many equipment profiles as you'd like. The game will select one at random using a weighted system. Adjust hill locations, movement times, sizes, capture targets and game time limits. Spectate players using a computer station. Automatically run, and allow your players to vote for the event using the EventHelper plugin. The plugin is also compatible with the maps from Paintball, ZombieInfection & GunGame. Simply drop the json files into the respective data folders to run king of the hill on those maps. Chat command: koth.addhill Permission: kingofthehill.admin Description: Adds a hill spawn position at the players location and saves it into the spawned arenas profile. Command: koth.start Permission: kingofthehill.admin Description: Manually starts a game of koth. You can also specify random to pick a random map. Command: koth.end Permission: kingofthehill.admin Description: Manually ends an active game of koth. Command: koth.spawnarenaend Permission: kingofthehill.admin Description: Spawns the arena without starting the game. Useful for adding new hill positions. Command: koth.cleararenaspawnarenaend Permission: kingofthehill.admin Description: Clears a spawned arena. Chat command: koth.setcentrepoint Permission: kingofthehill.admin Description: Sets the spawn position of the arena based on the players location. Chat command: koth.ban/koth.unban <id> Permission: kingofthehill.admin Description: Bans/unbans the target player from joining future events.$19.99 -
Not sure how that's even possible. If it happens again, ask them to check their buff information in the /st menu. See if things are doubled or not.
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- 46 comments
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- 1
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- #enchanting
- #epic
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Changing the xp values doesn't do anything. They are indicative values based on the below values. Scroll to the bottom of the sales page and have a read. "x": 0.07, "y": 2.0,
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How are you setting it?
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Yeah correct. Its global.
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Changed Status from Pending to Closed
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AHh sorry I misunderstood. I will do what I can from my end on the next release to lower the overhead.
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Run the same tests you did before, but delete the RoamingNPCs and any other plugin that references DeployableNature.
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gun game spawns keep landing on cacti and glitching us so we cant move
imthenewguy replied to SlayersRust's Support Report in Support
Download this map and tell me if it fixes the issue. https://www.dropbox.com/scl/fi/5k7akcl514ygbf9ntst7l/GG_Universal.json?rlkey=f14ctu4b1blwbt32pkr8ivczb&st=ua1efuw4&dl=0 -
Just had a GunGame Despawn mid game and kick everyone
imthenewguy replied to SlayersRust's Support Report in Support
yeah easy. Will fix in next release. -
Just had a GunGame Despawn mid game and kick everyone
imthenewguy replied to SlayersRust's Support Report in Support
Looks like EventHelper tried to launch the event. DId you start that one manually? -
gun game spawns keep landing on cacti and glitching us so we cant move
imthenewguy replied to SlayersRust's Support Report in Support
Lol yeah the spawns may be too close. Ill have to figure out a way to handle it. -
Did you want to run some tests without that plugin disabled?
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What method are they using to call the IsDeployableNature method? Are they doing a HookMethod call from their plugin (DeployableNature.Call("IsDeployableNature", entity)? or are they doing Interface.Oxide.CallHook("IsDeployableNature", entity)? I can add some optimizations to filter out simpler queries such as entities that have no skin ids, but ultimately it would be up to the NPC plugin to reduce it's checks (IE caching entities that it has already checked etc).
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You don't happen to have any data as to what hooks are causing the issue by chance? The hooks I subscribe to (for the most part) should only be running when players are on the server. OnActiveItemChanged - Can be disabled by setting the following config option to false: "Display a chat message when a player pulls out a hammer for the first time, reminding them that they can remove deployables" CanNpcEat OnItemRecycle OnDispenserGather OnDispenserBonus OnCollectiblePickup OnLootSpawn OnPlayerDeath OnPlayerAttack OnMaxStackable CanCombineDroppedItem OnServerInitialized - Triggered when the plugin starts. OnMeleeAttack OnNpcTarget - Heavy - Can be disabled by setting "Prevent wild animals from targeting and killing deployed animals?" to false. OnEntityKill OnEntityTakeDamage OnEntityDeath OnEntityBuilt CanBuild OnPlayerInput - Very heavy - Can be disabled by setting "Allow players to use their middle mouse button to remove an item with a hammer (they can still use chat command regardless if they have perms)" to false. OnServerSave
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Ok I found the issue. Have fixes ready for next release. Requires an update of SkillTree and XPEvent.
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Sorry guys I will take a look. Missed Rusty's update.
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No, the idea was to allow for servers to add a granular list of loot options. You would do something like this: "Loot profiles": [ { "Loot source": "Crate", "Prefab shortname, boss profile, event name [null if not required]": "crate_normal_2", "A list of required skin IDs [null if not required]": [], "Identifiers to exclude from consideration [List - null if not required]": [], "Drop chance [%]": 0.5, "Should we consider loot chance modifiers that the player may have?": false, "Items that can drop from this source [profile name: drop weight]": { "Lumberjack’s Haste": 100 } }, { "Loot source": "Crate", "Prefab shortname, boss profile, event name [null if not required]": "crate_normal", "A list of required skin IDs [null if not required]": [], "Identifiers to exclude from consideration [List - null if not required]": [], "Drop chance [%]": 2.0, "Should we consider loot chance modifiers that the player may have?": false, "Items that can drop from this source [profile name: drop weight]": { "Everfrost Tonic": 40, "Cognitive Cocktail": 40, "Fortune Cookie": 20 } }, { "Loot source": "Crate", "Prefab shortname, boss profile, event name [null if not required]": "crate_elite", "A list of required skin IDs [null if not required]": [], "Identifiers to exclude from consideration [List - null if not required]": [], "Drop chance [%]": 5.0, "Should we consider loot chance modifiers that the player may have?": false, "Items that can drop from this source [profile name: drop weight]": { "Everfrost Tonic": 40, "Cognitive Cocktail": 40, "Fortune Cookie": 20 } }, { "Loot source": "Crate", "Prefab shortname, boss profile, event name [null if not required]": "crate_tools", "A list of required skin IDs [null if not required]": [], "Identifiers to exclude from consideration [List - null if not required]": [], "Drop chance [%]": 3.0, "Should we consider loot chance modifiers that the player may have?": false, "Items that can drop from this source [profile name: drop weight]": { "Everfrost Tonic": 40, "Cognitive Cocktail": 40, "Fortune Cookie": 20 } }, }
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These were settings for the UINotify plugin popups. I will add config options for chat messages as well to the next release.