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TritonianYeti

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Everything posted by TritonianYeti

  1. Good afternoon, Upgraded to the lastest version (3.9.2) of the plugin earlier today and when I tried to run one, the boxes inside the dungeon were indestructible. Disabling TruePVE makes them destructible once again. Did some testing and reverted back to 3.9.1 of the plugin and the boxes are destructible again on 3.9.1. Not sure if it is something specific to my servers setup or if it is something that was changed between 3.9.1 and 3.9.2 Will stay on 3.9.1 for now.
  2. TritonianYeti

    Shop integration

    This can be closed. I didnt realize i needed to reset the shop template and install it again. Works fine now that I have done that.
  3. TritonianYeti

    Shop integration

    I am getting a weird error with the shop plugin. The server panel auto found it and had no problems linking with it. I am getting this error when trying to open the shop now: "Error: UI for player (steamid). Reason: Menu UI is not initialized. " If i remove the integration from the server panel the shop opens fine.
  4. Is there any kind of map voting capability? I use the VoteMap plugin currently and my players do like to be able to vote on the next wipe map. I really would like to swap over to this plugin for server info as it has a lot more functionality but I want to make sure I can either integrate the map voting or have Server Panel call on the Vote Map plugin we are currently using. Thanks! This is the plugin we use for it currently:
  5. All good! Just wanted to make sure you were aware of it
  6. Error while compiling DeepSeaCH47Fix: 'Pool' does not contain a definition for 'GetList' | Line: 93, Pos: 33 Getting this compile error on the latest version of the CH47 fix. Thanks!
  7. It is definitely this plugin, as soon as I enable it, the issue happens, imemdiately once I remove it the issue stops and I can load the plugin and recreate the issue immediately. . It might just be a weird interaction with the raidbable bases plugin, but it is definitely this plugin
  8. When i have the plugin enabled, the loot drops in raidable bases does not fall to the ground properly. Seems to only be in raidable bases, have not seen it in other places.
  9. When you are in the Plugin Manager submenu, if you unload a plugin, it's status does not change to unloaded and show the green load button, it instead keeps the reload / unload buttons. It still unloads the selected plugin as it should, the status just doesn't change.
  10. I am not sure if this is how the plugin is designed to operate or if it is a bug specific to my server. The main issue I am having is that piles of items that are all different items, wont combine into a drop bag. In the screenshots attached, it has piles of different items all together. I have configured the plugin to do: "Max drops before moving items to container": 5, "Time to wait before moving items": 15.0, Just want to make sure this is how the plugin is supposed to operate or is a bog on my server. Edit: If I pick the items up and then drop them from my inventory onto the ground again, they go into a drop bag properly, It seems to be specifically when the loot drops from a lootable object. Thanks! Love the plugin otherwise as we have people who craft a lot and it combines those items perfectly.
  11. I installed the update and spawned 5 CH47s beyond the Deep Sea boundary. The initial one I spawned beyond the portal boundary was removed by the CH47 fix with this in the RCON: "[DeepSeaCH47Fix] Killed CH47 + NPCs NetID=163881554" The next 4 CH47s I spawned beyond the portal boundary all spawned correctly and then proceeded over the portal boundary without issue.
  12. Awesome thanks for the reply, I had a feeling it was something along those lines since as soon as i ran that command it immediately disappeared. I will run the CH47 despawn all command instead from here on out to hopefully avoid accidentally destroying the patrol box in the future.
  13. Not sure if it is this plugin or one of the others on my server (we run 190 plugins), but this issue has popped up a couple times (and started today I believe, or I didn't notice it until today at least) where CH47s will get stuck on the boundary of the Deep Sea and do not despawn or move. It was a single chinook just a bit ago but there was a line of 5 of them earlier today. They seem to be the normal: spawn ch47scientists.entity that the server runs automatically. If i go in and use ent kill them, the Deep Sea closes immediately closes as if I ran the cmd to close it but the status shows open and players inside the Deep Sea can stay in the Deep Sea fine until they leave where they are then immediately killed upon exiting it (this has only happened once and I have not been able to recreate the scenario yet, so I dont know if it is related to this issue or a separate one). After using the Ent Kill cmd on the CH47, the Deep Sea disappears from the map and running the /Deepsea Status shows the Deep Sea still being open and the time remaining on it. Players in the Deep Sea are able to stay in there like normal until the Deep Sea closes like normal. Disconnecting from the server and reconnecting, shows the regular map without the Deep Sea. On connecting with a secondary non-admin account, shows the regular map without the Deep Sea. Trying to cross the boundary to enter the Deep Sea does not do anything, the server acts like the Deep Sea is closed. Attempting to reopen the Deepsea with either /deepsea open or force open, ends up with the status coming back as: "Busy=True" even after waiting 10-15 minutes. The only solution I have found to get the Deep Sea to open and close again has been a server restart.
  14. TritonianYeti

    Deep Sea Update

    Good evening, I use this on my server and when attempting to enter the deep sea using a barge, there is an invisible wall that the barge hits and then get pushed back by. I know this is a WIP plugin but was curious if you had any plans on making it potentially compatible with entering the deepsea? I use thie Deep Sea Options plugin and have enabled all vehicles to enter on my server but still ran into the wall with a barge after enabling all vehicles. The creator of that plugin thought it might have to do with how the barges are made of individual parts around a kayak and may be the reason behind them being blocked from entering. Thank you for your help and the awesome plugins, we use a number of them on my server!
  15. Awesome, thanks for the reply! That was kind of where my thoughts led me on it as well considering how the Barges are done and created by that plugin. I will reach out to Adem and see what he says in regards to them. Cheers!
    Awesome plugin so far. My players are really loving it and the options it provides. Has lots of options for enabling the different functions of the Deepsea, I host a PVE server and my players are really enjoying the ability to basically take any vehicle they want into the Deepsea. Well worth the cost and the developer is fast to respond to inquiries and issues! 10/10 plugin.
  16. I had a question for you in terms of vehicles, I have it configured for all vehicles enabled to cross into the Deepsea. I also use this plugin on my server: They hit an invisbile wall and get bounced back when trying to enter the Deepsea. I wasnt sure if it was something on this plugin that could be coded in or if it would need to be modified on the Barges plugin as I am not sure how the other plugin is coded, but would it be possible to enable them to go into the Deepsea as well? Thanks for the awesome work on this Deepsea plugin and the responsiveness you provide!
  17. Just tested a bit more with one of my admins. If you are in a seat on one of the helis, you are not asleep when you spawn in when you cross the boundary either way. If you are in the back of a scrap heli, you will spawn asleep like normal.
  18. I have not tested scrap helis, but minis and attack helis work on my server.
  19. Does the plugin have any control over the loot spawning / respawning in the Deepsea? I would like to set it to always open but from what i have read, the loot on the ghost ships and islands only respawns after the deepsea reopens.

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