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ZEODE

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Support Replies posted by ZEODE

  1. On further testing, with Loot Defender and bypassing the Cargo Plane so drops spawn instantly, it works fine for me on my test server. I don't see the issue with them not spawning at all. Is it still happening?

    Maybe there is another plugin which affects supply signals or drops?

  2. I have reached out to nivex to add compatibility to Loot Defender, once they release an update this should resolve this issue. I will continue to look to see if there is a way around it for me, but I think it wont be possible until they update their plugin. But I will let you know. I guess in the meantime you could make it compatible by disabling the instant supply drop setting in Loot Defender? At least you could try disabling it and see if that resolves the issue for you?

  3. OK, I will do some testing with loot defender and that option later to see what I find. I use the plugins together without issue on our servers, but I don't use that option so I'll look into it.

  4. Hi,

    When I asked on the discussion page, you said setting maxlvl to 0 would disable that skill, but it's not. Am I missing something?

    On our servers we use a different plugin to handle all IOEntitiy power sources. Even with Electrician skill maxlvl set to 0 in config, the plugin is still affecting the IOEntities such as Batteries etc. We don't want this plugin to change any power source properties at all. It doesn't appear that there are any checks in Oxide hooks "OnInputUpdate", "OnOutputUpdate", "OnSolarPanelSunUpdate" and "OnEntitySpawned", or your methods "LoadElectricianEntities", "CheckElectricianEntities"  to prevent IOEntities from being updated/changed, even if the Electrician skill maxlvl is set to 0. Having said that, it would be a lot of unnecessary calls to hooks we are not using for anything.

    Since it doesn't look like those hooks are being used for anything else other than the Electrician skill, it would be nice if the plugin unsubscribed from them on load if (config.electrician.maxlvl <= 0). In fact, any skill where maxlvl is set to 0 it would be great if there was a check or the hooks unsubscribed from if not being used for anything else. Is this something you will consider at all?

  5. 0.2 is why its causing an issue with falling through the terrain. Set it to 0.5 and you will be good, 0.4 is also usually OK, but to be safe I recommend 0.5.

    Do you have any other plugins which control Bradley in anyway which might cause a conflict and make it not spawn?

  6. What are you setting for the parachute drag? If you set this too low, that is what can cause the falling through ground issue.

    As for the not falling from the plane issue, without more info to go on I can't really help you. I am not having anyone else report such a thing and all my testing on my test server is working fine. Maybe if you give me more info, such as any error messages in console? Is the plane actually being called in? Does a normal supply drop fall instead? Anything that might help. Also, players say a lot of things 😉 lol

  7. I will see if there is anything else that can be done. I could easily add an option that would cause the tank to destroy any object that it collides with. This would solve this issue. I will try and add this to the next update. I am also working on improving the path finding and AI of the tank.

  8. You can prevent people calling them near these objects by enabling the strict proximity check in the config:

        "Strict Proximity Check (Checks for objects close to signal, prevents APC landing on objects)": true,
        "Strict Proximity Check Radius": 25.0,

    This prevents players throwing the signal near objects within the radius you set, however, once the plane is called, players could still places these objects after to try and trap it. There is not a lot I can do about that, besides despawning the Bradley if it lands within these structures? 

  9. After looking into this more, I am noticing that the XPWeaponData.json file is being wiped on plugin load.

    I added simple debug code to the plugin:

                try
                {
                    Puts($"DEBUG: Loading WeaponData...");
                    _weaponData = _WeaponData.ReadObject<WeaponData>();
                    _weaponCache = _weaponData.WeaponRecords;
                    Puts($"DEBUG: Loading WeaponData Done!");
                }
                catch
                {
                    Puts($"DEBUG: Error, creating new WeaponData");
                    _weaponData = new WeaponData();
                }

    The console output:

    XPerience was compiled successfully in 2570ms
    Unloaded plugin XPerience v1.7.4 by MACHIN3
    [XPerience] DEBUG: Loading WeaponData...
    [XPerience] DEBUG: Error, creating new WeaponData
    [XPerience] Checking Config for invalid settings..
    [XPerience] Config Check Complete

    For some reason the plugin is failing to load existing WeaponData, therefore it is catching the error and creating a new data. Then, when someone reloads their weapon with an already modified primaryMagazine.capacity, it saves this as the defaultammo amount in the data file, then each time calculates off this incorrect and increasing defaultammo value:

                if (!_weaponCache.ContainsKey(projectile.net.ID))
                {
                    int defaultammo = projectile.primaryMagazine.capacity;

    As we can see from your code, if the weapon is not in the WeaponData, then it adds it and initially uses the primaryMagazine.capacity as the defaultammo amount. This would be fine, but because the weapon is already modified, it creates this problem which is compounded each time the server restarts or plugin is reloaded.

    Do you have any ideas why the WeaponData is failing to load? Thanks.

  10. Ваша конфигурация выглядит хорошо, нужные вам настройки установлены правилЬно. Кажется, у вас естЬ еще один плагин, который управляет разблокировкой ящиков для других игроков?

            "Lock looting crates to owner": true,
            "Unlock looting crates to others after time in seconds (0 = Never)": 0,

    Это хорошо, так что должен бытЬ другой плагин, разблокирующий ящики.

  11. Привет, если игрок не атакует вертолет в течение определенного времени или слишком долго прячется от вертолета, он отключится по умолчанию в Rust.

    Существуют и другие параметры конфигурации, которые также могут повлиятЬ на это, пожалуйста, опубликуйте свой файл конфигурации, чтобы я мог вам помочЬ.

  12. Locked crates is doable yeah, nobody else has asked for them and I haven't even thought about adding them either, but I think that would make a good addition. I will add that to the next update.

    Supply Signal Alerts is a very old plugin, but very simple so not much can go wrong with it in the 5 years since it was updated. I wrote this plugin to be compatible with Inbound, which a lot of people use.

    But if you want to carry on using SS Alerts, you could just open SupplySignalAlerts.cs in an editor and change this:

    if (!(entity is SupplySignal))

    to:

    if (!(entity is SupplySignal) || entity.skinID != 0)

    That should make it only announce for normal Supply Signals.

    🙂

  13. Hi, thanks for your purchase.

    Unfortunately that plugin is bound to conflict with this plugin as there is no control over what Helicopters it applies to.  Also, my plugin uses its own custom targeting method. 

    I don't recommend using both plugins together.

  14. In that case you shouldn't enable custom loot in Heli Signals config.

    Set them all to false, which they all are by default. You didn't need to change that..

    "Use custom loot table to override crate loot": false

  15. What Custom loot are you talking about? You have not added any custom loot tables. What you posted is the default loot table examples.

    If you want BetterLoot to handle the Bradley crates, you should set "Use custom loot table to override crate loot": false NOT true.

    You are getting only C4 because that is the default example loot items.

  16. There must be an error in the console if the signal is thrown, there is a timer which controls when it explodes and makes smoke. If that is stopped by something there would be an error in the console.

  17. Thanks, but pasting error messages with no context or explanation of when or how it happens is not that useful to me.

    Please describe how often this happens, is it with certain types of grenade or all, and any other info which you think might help.

    I have been working so not much time, but I will look at this and your other problem a bit later on.

  18. That error message doesn't help me at all. To see what happened I need to see the server log from boot up to a minute or so after that error. If you could send it to me in PM maybe I might be able to shed some light on it. Honestly, at this point I don't know what else to tell you. It works fine on all my tests, the only way I could reproduce your error was if there was a heavy load during startup and it meant Server Rewards was slow initialising. So maybe you have a huge number of plugins? Maybe your server isn't very powerful? You could try increasing the startup delay more and see if that helps.

  19. The only shortname for Supply Signal is "supply.signal", so I’m not sure what others you are trying.

     

    I’m not familiar with their shop, I would recommend you check out their plugin page or ask for support in how to correctly add items to their shop using custom skins.

    All you should need to do it is the shortname and the skinID, which I provide on my plugin page.

  20. What are you putting as the shortname?

    I don't have and can't possibly know all the shop systems and how they work, so you might need to check with the dev of that shop plugin on how to correctly add items. But I might be able to help.

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