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Everything posted by Kleementin
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- 194 comments
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- 1
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- #boat
- #facepunch
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Can you give us a delay of time to make sure that activated locked crates can surely be looted? By now it happens that when the overall time of the event is already under the time of a locked crate, the crate will just disappear with the event before it opened. Would be great if the activation of the locked crate would make the event last longer. As long as the locked crate needs to open +1 minute at least. Thank you.
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Another suggestion: Let this work together with the No Escape plugin that blocks things in combat or raid. I am thinking of a block that won't let players activate Raid Protection while in Combat or Raid. This way players won't be able to suddenly decide to raid their base in the middle of being raided which would be very unfair and disappointing for the raiders.
- 297 comments
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- #protection
- #base
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I have 2 suggestions: 1. an option in the config to set the time until another patrol boat spawns (to not make them spawn instantly after one dies) 2. Make the driver more (intelligent) and instead of just driving towards the attacker and stop the boat make him steer and drive around the attacker. This would make it less easy to shoot the patrol npc's cause they won't just stand still. Thank you.
- 194 comments
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- #boat
- #facepunch
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So, will it come that the 2nd fuel slot will be filled automatically when needed? I am waiting for this since this plugin came up. I think it's really necessary. In the shown case I filled as much resources in the furnace as I can and this would use 20k wood to burn. But I always have to add 10k to the 2nd slot manually.
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I noticed doors and windows are listed under Deployables. Could you add these to "Building" or do an extra category? I would like to use the protection for whole bases including all window stuff and doors but without any other deployables that are not part of the base itself. Also, can we get an option to set a time when all protection stops working for everybody. This way we could set a date shortly before the next wipe where all bases can be raided. Thank you.
- 297 comments
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- 1
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- #protection
- #base
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- 8 comments
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- #admintool
- #teleport
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(and 5 more)
Tagged with:
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- 215 comments
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(21:36:39) | Image failed to download! Error: HTTP/1.1 429 Too Many Requests - Image Name: https://i.imgur.com/dvmwW5c.png_0 - Image URL: https://i.imgur.com/dvmwW5c.png (21:36:39) | Image failed to download! Error: HTTP/1.1 429 Too Many Requests - Image Name: https://i.imgur.com/afJY7cT.png_0 - Image URL: https://i.imgur.com/afJY7cT.png (21:36:40) | Image failed to download! Error: HTTP/1.1 429 Too Many Requests - Image Name: https://i.imgur.com/pO6eVOK.png_0 - Image URL: https://i.imgur.com/pO6eVOK.png (21:36:40) | Image failed to download! Error: HTTP/1.1 429 Too Many Requests - Image Name: https://i.imgur.com/nPqbl6m.png_0 - Image URL: https://i.imgur.com/nPqbl6m.png (21:36:40) | Image failed to download! Error: HTTP/1.1 429 Too Many Requests - Image Name: https://i.imgur.com/Qo14QIG.png_0 - Image URL: https://i.imgur.com/Qo14QIG.png (21:36:40) | Image failed to download! Error: HTTP/1.1 429 Too Many Requests - Image Name: https://i.imgur.com/mwbQmBO.png_0 - Image URL: https://i.imgur.com/mwbQmBO.png
- 215 comments
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I get this in the console. (19:14:36) | Failed to call hook 'OnEntityTakeDamage' on plugin 'RTM v1.3.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.RTM.OnEntityTakeDamage (DecayEntity entity, HitInfo info) [0x00075] in <08e9d56d55274f4caece5ec4a2fec6f6>:0 at Oxide.Plugins.RTM.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00571] in <08e9d56d55274f4caece5ec4a2fec6f6>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <ccbecb1690ac40048b5b01f4ad263c1c>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <157a94ee66ab4a7991faecd1eb84be3b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <157a94ee66ab4a7991faecd1eb84be3b>:0
- 215 comments
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So how do I do it? I see override sections in the config for smelting and charcoal output but not for the used amount of wood. I would like to set the amount of wood used in campfires lower. Btw. if you answer without quoting we are not gonna get notified. I waited for an reaction until I just opened this page to see you had already written.
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Instead of just despawning it would be nice if npcs would have to be all killed until a wave is over. This would make it more realistic and fun. Defenders are wondering a bit if suddenly the enemies they all wanted to conquer just disappear in the end. Of course this would make it necessary for server admins to maybe set less waves cause a wave would maybe last longer this way. But this is already possible to do in the config so why not?!
