-
Posts
2,199 -
Joined
-
Days Won
17
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Services
Downloads Plus Support
DOWNLOADS EXTRA
Everything posted by Jbird
-
You can discuss with the team, just keep in mind that this was a digital purchase not a physical one. The documentation for the plugin does not mention the feature that you are asking for. It gets written into those plugins and has been a more recent addition to the events that do have it. I can double check for you but from my understanding and trying to imagine it in my head, this would need added to each plugins code to be able to exist. Adding the same feature to multiple plugins is not always quite so easy to do, as some events have several things happening when they start, that this needs to integrate with. Please do discuss with the team your options though, I would recommend jumping into the Mad Mapper Discord and asking them what their immediate plans are for implementing this to the rest of the events, and what they might consider if you are still unhappy with the purchase.
-
Yeah I was just trying to think of what would affect one set of NPCs and not another. Unless they were a new type of default NPCs or something like that, and you use a damage modifying plugin like TruePVE. First thing to check is whether you have the navigation grid set to underground navigation, there is a configuration option for this. Then you can use the command to check spawn points and make sure that they show up in game in the places you want them, if the spawn point shows correctly and the NPC ends up somewhere else then it is either the navigation grid, or that they do not have enough room to spawn.
-
-
-
- 42 comments
-
- #arctic research base
- #ch47
- (and 21 more)
-
Those would either be because the event files or other files are missing and it is a domino effect leading to the error, or there is another plugin affecting drops that sometimes causes the error as well. Those are the most likely reasons at least. If you do not notice any issues with functionality then generally you can ignore it. But those would be the first things to check as to the cause.
-
- 26 comments
-
- #ferry terminal
- #ch47
- (and 25 more)
-
- 26 comments
-
- #ferry terminal
- #ch47
- (and 25 more)
-
- 472 comments
-
- #abilities
- #boss
- (and 16 more)
-
There is already more than one timer, time between events (which includes when server starts) and length of event for example, along with a few more minor timers. I will add it to our notes as a suggestion for the developer as far as a post wipe timer. They may consider adding this for all events. Short term you can disable this and enable it manually or with a timed command that will start the event at a certain time.
-
What you are likely noticing is that the NPCs are inactive outside of player range. Usually it should not be noticeable. Performance is always something to check and consider. Quite some time ago when NPCs got a large update in their AI, their performance impact in large numbers grew exponentially. So this option was added to the configuration. "Enable sleeping NPCs outside of player range to improve performance? [true/false]": false, Setting it to false like I have above will let all NPCs move around at all times, but if you have any server performance issues you may want to set it back to true and reload.
