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Neighigh

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Everything posted by Neighigh

  1. Neighigh

    The Archipelago

    No worries at all! I've got mostly all of this fixed, just checking on the NPCs in game now. Unfortunately the water rails are no longer compatible after the world update 2.0 - When I do a revision of the map I'll take the time to try a few ideas to get around the complications that come up but for now they'll remain visual only.
  2. Neighigh

    The Archipelago

    Awesome thanks! Fixed these up for v1.36
  3. Neighigh

    The Archipelago

    I believe I've fixed all this now, here's a list - feel free to update more as you find them 1. The assets used at the base of the bridge have built in terrain triggers. I've covered the ground in that area with terrain cubes and rocks to prevent falling through. 2. Water tunnels were using terrain triggers, new world2.0 functionality changed the triggers and how they interact with water. I've cut into the terrain and preserved the tunnels, and removed the terrain triggers so they are functionally indifferent to the rest of the water on the map. 3. Areas underwater that were causing issues like this had ocean topology missing, I repainted the topo to resolve. 4. I also found areas X4 and B14 to have the same problems as issue 2. Do let me know if you find more! I'll post this as v1.34 for now
  4. Neighigh

    The Archipelago

    Thanks! I'll have those fixed asap
  5. Neighigh

    Stunt Jumps

    Having a blast setting up jumps around my city map Some ideas for other config options: -Different marker colors for each tier -Individual cooldowns for each tier -Option to only have the cooldowns effect the last jump the player used -Individual override radius options for jumps - Helps balance long distance vs small gap jumps -More than one landing/end point per jump - Would allow for two jumps to use the same ramp without triggering both every time the ramp is used -Payout miltipliers for sidecar/peddalbikes/motorbikes so we can challenge players to hit the same jumps with a harder vehicle -'Completed' list/UI for players to track which jumps they hit(maybe we can just change the map marker color for the client when they've completed a jump?) That's all i can think of for options I would be into - Honestly I'm floored with how easy this has been to set up, very happy!
    Absolutely perfect for creating firework shows for events and celebrations! Wrecks helped me out with creating some new commands with this and now our server is looking at building whole timed shows with it. Much more efficient than trying to lay out hundreds of fireworks and set them off, we're super greatful to have the option as big shows can be quite cumbersome on a server. Of course the players love being able to make some of their own sick shows too - Win all around for everyone
  6. Yup neither seem to be triggering the exception on manual command. I'll poke through some other plugins to see if I can find a trigger. Thanks for the help! Bit of a gremlin here lol
  7. Found an exception in my log today. Not seeing any fallout from it but thought to drop the report here for you @Steenamaroo It happens in succession each time the database saves so I imagine it's linked. Apologies if it's not related! 01/02 17:49:46 | [PlayerRanks] PlayerRanks local database was saved. 01/02 17:50:54 | ArgumentNullException: Value cannot be null. Parameter name: format
  8. Neighigh

    Firework Builder

    Thanks! Wanting to use it from RCON and define an xyz position in the spawn command. This way we could spawn them on a stage for firework shows and other events like races without needing to be ingame. Could pair it will timed commands or other plugin command triggers for more possibilities too.
  9. Neighigh

    Firework Builder

    Love this! Possible to do spawn commands for them? Would love to run commands through RCON to spawn with autoignite to create whole shows
  10. Changed Status from Pending to Fixed Changed Fixed In to 1.0.7
  11. Feel free to ping me here or open another ticket if you find anything at all. We've gone 10 days without any new concerns. Closing the ticket for now.
  12. Yup we're on 1.4.7 - I'll update to the new 1.4.8 here and see how it handles. No errors in console on my end, just players noticing the leftovers. Looking at my reports, this may have been leftover from 1.4.6, we updated the same day the reports came in. Thank you!
  13. Having a little issue with npcs not despawning with the vehicle when they get stuck in safe zones. I'll be flagging the road to stop the cars from using it but these poor guys are all still here at the end of the day lol
  14. Neighigh

    Snowflake

    And fixed! Feel free to report anything else you see - Happy to help! P.S. - Don't forget to rate the map I'll issue anyone a 10% off coupon for my store every time I receive a rating.
  15. Neighigh

    Snowflake

    TY! This is part of the ice roofs. I'll rebuild the ones with the magical flying icicles and get a new version up asap!
  16. I've found 2 locations - M2/M8 - Where players fall in. Fixed in 1.0.6 Please let me know if there's more to do, I want to make sure all outstanding issues are resolved going forwards.
  17. -Where? I need to have locations to fix. -This was fixed in version 1.0.5 -Need locations for this too, haven't seen this at all.
  18. Neighigh

    Snowflake

    Was a topology issue, thanks for notifying me Fixed in the newest version!
  19. I'm more than happy and willing to help sort out whatever it is that you've found error-wise. Can help if I know what's wrong. - Refunds won't be issued for downloaded products.
  20. Neighigh

    Bank Heist

    Anyone else having issues with garage door skins? Whatever I put, I seem to just get a random skin in game. Not sure if plugin bug or client skin load issue or something.
  21. Neighigh

    Snowflake

    V1.0.4 can be used on staging branch to check it out for forced wipe, if you need to test.
  22. Neighigh

    Snowflake

    Current version is updated for forced wipe. If you want to use the map before you'll want to use V1.0.3
  23. Neighigh

    The Imposter

    Looks like that's coming out soon! They just implemented a command to be invisible as admin.
  24. With the new written policy in place, can we expect to see the team procucing a fix for this one @Death?
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