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Everything posted by steampunkvalley
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Hi, I'm trying to use this on a pregen map in a custom monument and the position is not saving. There is nothing in console when I run the command to save the position, but I do receive a notification in chat after I run it. This is in console when I reload the plugin after the command is run. Can confirm that the config is not being updated prior to reload and after command is run. 05/14 20:14:01 | Unloaded plugin OneTimeSpawn v1.0.0 by xkrystalll 05/14 20:14:01 | Loaded plugin OneTimeSpawn v1.0.0 by xkrystalll [11ms] 05/14 20:14:01 | [OneTimeSpawn] Spawn position is (0, 0, 0). Please install position via command /spawnpos when you have ownerid 05/14 20:14:01 | [OneTimeSpawn] Spawn position is (0, 0, 0). Please install position via command /spawnpos when you have ownerid 05/14 20:14:01 | [OneTimeSpawn] Spawn position is (0, 0, 0). Please install position via command /spawnpos when you have ownerid 05/14 20:14:01 | [OneTimeSpawn] Spawn position is (0, 0, 0). Please install position via command /spawnpos when you have ownerid 05/14 20:14:01 | [OneTimeSpawn] Spawn position is (0, 0, 0). Please install position via command /spawnpos when you have ownerid Also, what are the chances you could make this work with Monument Finder? We use the custom monument every wipe, so integration would be one less step I'd have to do manually.
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- 8 comments
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- #group
- #permissions
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- 210 comments
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- #eventmanager
- #manager
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- 1,315 comments
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- #leveling
- #progression
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- 1,315 comments
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They are all false. These are in the Events Manager log file, so the Events Manager plugin initiated the event, correct? Airfield: "Random time to event start": false, Junkyard: "Is active the timer on to start the event? [true/false]": false, Power Plant: "Is active the timer on to start the event? [true/false]": false,
- 210 comments
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- #eventmanager
- #manager
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I don't know if I'm missing a setting somewhere, but can we prevent an event from starting when it's already active?? This happens quite frequently. The Airfield Event on our server is 90 minutes. Junkyard and Power Plant Events are both 60 minutes. Examples from Events Manager logs: [2025-05-06 21:21:00] [05/06/2025 21:21:00] Event started: AirfieldEvent [2025-05-06 21:57:01] [05/06/2025 21:57:01] Event started: AirfieldEvent [2025-05-02 03:16:06] [05/02/2025 03:16:06] Event started: Junkyard Event [2025-05-02 04:09:00] [05/02/2025 04:09:00] Event started: Junkyard Event [2025-05-04 01:55:03] [05/04/2025 01:55:03] Event started: Power Plant Event [2025-05-04 02:08:04] [05/04/2025 02:08:04] Event started: Chinook 47 [2025-05-04 02:40:06] [05/04/2025 02:40:06] Event started: Power Plant Event
- 210 comments
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- #eventmanager
- #manager
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Participants are removed on permission change
steampunkvalley replied to steampunkvalley's Support Request in Support
thank you so much!! -
Love the plugin and players do too! But when they work hard to win the events, if their permissions change for any reason, granted or revoked, they are removed from the leaderboard as if they had never participated. We have a lot of plugins that alter permissions, and this has become a pretty big frustration for the players. Can you take a look, please? Thanks!
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- 15 comments
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Furnace Inception.mp4
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I'm uploading a video and will upload the second as a comment - this one shows me placing the furnaces. The other video is finding out where the last 2 I placed disappeared to... which was directly on top of another furnace. 3 furnaces existed at the same place. Houdini Furnace.mp4
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- 1,315 comments
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- #leveling
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Stacked extractors giving incorrect xp
steampunkvalley replied to steampunkvalley's Support Request in Support
Thank you, that'd be great. We are using them right now as a reward for a lot of events. Should we disable it for now? Or do you know when it might be updated? -
Our med kits stack to 15, so the skill extractors also stack to 15. When you use a filled extractor, it consumes the entire stack but doesn't give all of the xp it should. It worked for a stack of 2 that I tried, but it doesn't work for larger stacks. We don't use the empty ones currently but that might have the same issue. We use Carbon and use the built-in stack manager, if that helps.
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Plugin causing massive RCON issues
steampunkvalley replied to steampunkvalley's Support Request in Support
Yes it is still an issue on the prod version of Carbon. Was the fix in Carbon fully pushed out, or it still on the dev releases and will be released in a bigger patch later? -
Plugin causing massive RCON issues
steampunkvalley replied to steampunkvalley's Support Request in Support
You should probably change the plugin description to state it's not compatible, then. I will be asking for a refund. -
Plugin causing massive RCON issues
steampunkvalley replied to steampunkvalley's Support Request in Support
Yes, we use Carbon. mjmfighter will be messaging you tomorrow. -
Plugin causing massive RCON issues
steampunkvalley replied to steampunkvalley's Support Request in Support
Checking in again. -
Plugin causing massive RCON issues
steampunkvalley replied to steampunkvalley's Support Request in Support
Any update? -
- 16 comments
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- #skills
- #skill tree
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