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Everything posted by ZEODE
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I have had a brief look and I will maybe make a couple changes, but honestly we are splitting hairs here, the plugin is performant as it is. As I said, the only heavier load is when the plugin loads and unloads. But I had already mitigated this by running those parts of code asynchronously. This means that part of code runs independently, on another thread if you like, while the main thread continues and doesn't "lag" or hold up the server. 2.1 seconds hook time over 10 hours is really insignificant and nothing to worry about. I understand you want the best performance, but I think you are getting too hung up on hook times without understanding it fully, which there is nothing wrong with. Plenty other server owners make this mistake, myself too when I started out. Are there any issues with your server that is making you look to find solutions that I might be able to help with? Because if those hook times are your highest, this is not an issue.
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Thanks for reporting this here so I can keep track of it. As I mentioned, those hook times are tiny over the whole period the server is up. The only heavy load the plugin does is during the load or unload of the plugin, but I will definitely have a look over it and see if there are any improvements to be had. But honestly, people can get too hung up on hook times or misinterpret them. If I saw hook times like that on our servers I wouldn't bat an eyelid over it, its tiny. I'll update when I have more info though.
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- 435 comments
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- #helicopter
- #helicopters
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- 314 comments
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- 2
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- #bradley
- #bradleyapc
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- 22 comments
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Sorry for not seeing this, how are players destroying the machines? Do you have that option enabled? Not sure how it’s going under the marketplace and not just on the floor?
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Changed Status from Pending to Not a Bug
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It would be helpful if you gave more information. Does this happen all the time? Is it breaking the plugin? When is it happening? (When the heli shoots rockets?) Usually this error happens when the heli shoots rockets on servers experiencing poor performance and have a low server FPS or tickrate. What is your average server FPS?
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- 22 comments
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- 1
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- 435 comments
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- #helicopter
- #helicopters
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- 435 comments
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- #helicopter
- #helicopters
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I checked your config, it looks good. This simply cannot happen, regardless of what the players are doing, the heli cannot just leave when you have return to player enabled. As soon as it reaches the distance set, it will return, regardless of what it is doing. I cannot reproduce this, and nobody else is reporting the same issue I simply cannot waste any time looking at it, because its issues like these which take up so much of the little time I have at the PC that are preventing me from completing the long awaited Bradley Drops update. Sorry, I cannot waste any more time on issues that I cannot reproduce and that nobody else is reporting.
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I have double checked my code and its good, there is no possible way anyone can loot those crates unless they are a friend/team of the calling player, its 100% not possible: if (config.heli.heliConfig[heliProfile].ProtectCrates) { if (permission.UserHasPermission(player.UserIDString, permAdmin)) return null; if (!IsOwnerOrFriend(player.userID, entity.OwnerID)) { Message(player, "CannotLoot"); return true; } } So unless the player has the admin permission, or they are in a team with the calling player, they cannot loot. The only other possibility is if you have another plugin interfering with it. Even if another player appears in the attacking list (which I will look into), it wouldn't allow them to loot. Edit: I have found the issue with players appearing in the attack list when they shouldn't, I will fix that soon, but again, it won't affect anything other than naming them in the list.
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Yes it will still shoot rockets, but if you don't want helis to flee, instead of messing with that setting you can just set this to false: "Allow Helicopter to flee attack (Sets server ConVar: 'patrolhelicopterai.use_danger_zones')": false, I haven't seen this at all, I will have to do some testing. That shouldn't be able to happen because the plugin checks if the player is the calling player or their friend/clan etc before allowing to loot.
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I don’t see any changes to rideable horses in the update
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Did you have this working previously or just loaded it?
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- 22 comments
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- 1
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Please send me your config file to check some things
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If you have it set to return to the player it will not leave, it will go to the distance you set then return, doesn't matter if attacked or not. 100 is way too low and it will cause you endless problems.
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Players can claim horses they dont own at ranch/large barn
ZEODE replied to KingSizeKevin's Support Report in Support
Can you please join my Discord, I have a version you can test. I wasn't able to reproduce your issue, it was working fine for me. But, I have re-written the logic that allows claiming and I think it should solve any issues you are having. https://discord.gg/jnyg3FvDnc -
Changed Status from Can't Reproduce to Not a Bug
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Yes, that would interrupt the heli when they are strafing because when a heli initiates a strafe, it moves away from the player a certain distance to commence the strafe run. Wh y would you set this so low as 100? That makes no sense. Always keep it above 300. A good number is 400-500.
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Please upload your config file
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Changed Status from Pending to No Response
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Changed Status from Pending to Can't Reproduce