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Everything posted by Kleementin
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@KpucTaJlJBird wrote with me about it. @JbirdI will test this next week and disable the Raid Time Manager plugin to see if that makes rockets do damage. Will report back then.
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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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Really hope this is not because of using Raid Time Manager. Cause I asked you to find out wether this works together or not and you said it would.
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This is also set to 1. So why is there no damage? All the melee attacks do damage. "NPC damage multipliers depending on the attacker's weapon": { "grenade.beancan.deployed": 1, "grenade.f1.deployed": 1, "explosive.satchel.deployed": 1, "explosive.timed.deployed": 1, "rocket_hv": 1, "rocket_basic": 1, "40mm_grenade_he": 1
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Rocketman don't do damage with their rockets. I even set "Damage Scale": 1 which means vanilla damage, right? Nothing. Here you can see the lifepoints of a foundation before and after a rocket came in. It's the same.
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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?!
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That was a mistake. They do throw grenades. Sorry for that. Please delete this.
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Never saw a Sledge use a beancan. I even set "The probability of Beancan Grenade appearance": 7.5 to 100. Same with F1 grenades. Also, how do I let the npcs use C4 or any other explosives? I see it's in that list but I only see a line for beancans and one for grenades in the config:: "NPC damage multipliers depending on the attacker's weapon": { "grenade.beancan.deployed": 1, "grenade.f1.deployed": 1, "explosive.satchel.deployed": 1, "explosive.timed.deployed": 1, "rocket_hv": 1, "rocket_basic": 1, "40mm_grenade_he": 1
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Interesting thing. Builr another base in the desert. Here the event started and works. Why not in the snow?
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What's that? I just tried the plugin for the first time to configure it but it's not working. I use a custom generated map from RustMaps.com as many do. It's the only way to get a smaller map with most monuments and trains and all. So, my server depends on it. Please don't tell me that makes this plugin not work.
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I guess the problem is that the convoy won't use a road til its end on maps with no ring road. It always just drives from one monument to another instead of using the whole road till the end. In this case for example the convoy only goes from Water Treatment to Satelliite or from Satellite to Power Plant but never just turns right/left to go the whole way. This should be changed.