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Everything posted by Kleementin
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Ok. Whatever happens, I will stop buying any plugins from your Mad Mappers crew. (and i own like 6 of yours) I can't be sure if one of your plugins won't work with other plugins I use and it obviously makes no difference if I ask for you guys to test it or make sure if it does or not in advance. I mean whatelse should I do?! Of course I ask you guys before purchase if this will work. And if you give me green light, I do buy it. If the plugin still does not work I am just fucked. I cannot throw money out the window like that. This is 40 bucks.
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@JbirdI just confirmed it. I asked the Raid Time Manager developer in a thread now if he can do something about. Will see what his response might be. If he won't be able to do something about it I would ask you to give my money back cause Defendable Homes would be kinda useless then.
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As you might already know the Defendable Homes plugin is not working together with Raid Time Manager. I think JBird wrote with you about that already. NPC's won't do damage with rockets during safe time which makes Defendable Homes useless. Can you do something about that?
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I have to confirm that rocketmen do damage without Raid Time Manager activated. So, what will we do about it? My whole server concept is based on Raid Time Manager.
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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.