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Everything posted by Jbird
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I will add a reference about this. Other events were recently updated to help when players are inside an area that becomes locked when the event starts. Generally there is the warning before so players know to expect it. Still I can ask if that is a possibility that would be simple to implement. If nothing else were there other reasons you asked besides players getting stuck in certain areas, as that is something we are already working to avoid.
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In what way are they not working, are you saying that the reward was not given? Add as many details as you can please.
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They are different plugins entirely actually. You may need to tweak RustAdmin or disable the notification for that file perhaps, but they are just two events at the same location by different developers.
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When you change maps and you know that boss will not have a location, just disable that boss file for the wipe, and enable it next time you have the monument again.
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Sounds like a plan.
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Any time. Sounds like a plan!
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Have you had the event for some time? Perhaps at one point when you updated you missed that the config may have needed to be cleared, or data files replaced. It hasn't been needed for some time but that is my first thought. Second thought would be a configuration issue. Does the plugin load without issue? If none of those thoughts help I would try a fresh install. If it persists at that point please let me know.
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Glad to hear it, we've wanted to get the plugin working more efficiently after the big water update, glad to hear it's been running well for you! Boats can raid players bases, but they would obviously need to be close to the shore. They would need to have aggro in some way as well, I don't believe players can hide behind a base to try to have it attacked at least not that has been reported any time that I can remember. I am curious how much information and detail you can share regarding getting them to raid another players tugboat, unless it is by standing on it and having many of their attacks miss? Any details and especially video and such can be helpful in responding to that feedback. Thank you! Also worth considering in that scenario, don't tugboats technically get auth, or can't you add auth area to them by adding a TC? Might need a certain plugin but I feel like that was a thing one way or another. Regardless we can look into it. I think we already have a request for this, if we don't I'll add a note but if we already do I'll just add an extra reference to it. Will ask about all of the above, especially the potential for other boats. Motorboat might be most likely but I'll ask about all of it or add a note for it as well. Yes it uses coordinates. Since the Y coordinate is determined by the water it doesn't matter much what gets put there, but the x and z coordinates will dictate the location otherwise, so that you can do exactly what you are considering and place them near certain locations. Just remember it will need changed between maps.
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We can't know how many people who want something unless they let us know. But I added the note. Have fun with it!
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Are you saying the NPCs were deleted? This is showing the servergibs being deleted which I believe are the pieces of heli that you can break. Where did the heli go down? Did you grab a clip or any screenshots of where it went down or any of that? I know that it is really common for some of the parts to get deleted but I'm not sure what would have caused the NPCs to despawn. That would be a first. Will need more information or to be able to try to recreate most likely to say for sure.
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Interesting, and makes sense why you would report it here. Create a ticket for Convoy on the site, or if you'd like, join the Mad Mapper Discord and create a ticket there. You can tag me in it too, tag Adem at first to look into whether it's an issue with Convoy that we can sort out and we will go from there wherever you choose to post it.
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The biggest hurdle people run into is understanding Rust's core loot system and how it works. Myself included early on, we try to make our own loot table and percentages but don't actually understand the way Rust pulls loot. A quick tip though that might help illuminate the issue is that Rust by default looks at a loot table, chooses a random item, then rolls the chances of it dropping, and moves on to the next slot. By general assumption the percentages for more randomization need to be much lower than most expect just based off of common sense. The next best way to see something more randomized, would be to look at the drop chance on a normal Rust loot table. This will give a better idea of how low most things are, to really randomize the process. Most people would thing for example, 5-10% seems small. It's actually huge when the system is running the calculation at incredible speed to fill the loot. With those higher percentages it will often end up grabbing really similar items often. Anyway I hope that provides a bit of clarity. The issue is mainly that people want to use their favorite loot table, and apply it to a plugin that has a custom table built in, and nobody really understands how loot is pulled so some people that try that, end up opting for another method instead. Not all plugins have engaged developers that will add API or make adjustments themselves to work better with other plugins, like in this case, so KpucTaJl has done the best he can to add anything that gets requested. AlphaLoot was one of the last to be added because it's just not easy to work with it as it's main focus is replacing the default loot on the server. I hope I am making at least some sense just trying to explain some of the behind the scenes aspect. Correct, this will be the base NPC for anything that uses NpcSpawn on the server, since that is what spawns and controls the NPCs as a core. I actually added a note myself after other feedback had given me the thought that possibly being able to choose the base by plugin maybe even preset, instead of just having one base for all, could be helpful for some servers. No promises but the note is in there for future updates so if we can find a way to do that without it negatively affecting the performance then it very well may be added in a future update.
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npc spawming partly under ground or floading
Jbird replied to Angry Dragon Gaming's Support Request in Support
Gotcha, thank you for letting me know! And you're welcome, any time. Glad it's sorted! -
And I've told you that you are asking to unlock things that do cause actual errors. I feel like I have been completely reasonable in explaining the situation. Maybe a reasonable request gets a reasonable response? I explained that I don't write the plugin, it is not MY plugin, KpucTaJl wrote the plugin, and I do support for him. I told you that I added an entry to our notes and referenced the ticket. The plugin is usable. The only person deciding things are unreasonable or not is you. All I have done is explained WHY it is currently set the way it is and has been for quite some time now without issue. You are welcome, I guess. At least I know that explaining things doesn't really help because you apparently are not even reading my responses. The note is there, not sure what else to say. The developer reviews the notes and references regularly.
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First let me just clarify that KpucTaJl develops plugins and I provide support for him. We are a team. Then although I already explained it, I will again explain that these things were blocked with reason and in response to customer feedback and issues that arose. As I stated in my previous response the developer may be willing to and interested in adding some configurable options, but it does depend on the situation. Some things are blocked or removed for a reason but it can certainly be discussed. Nobody ever said it was a problem. The one thing I will say though is that checking while building is a good idea. I see no argument for it being a bad idea. If players don't have time and resources to waste, then checking early is a great idea. This is always going to be the case regardless of if certain things are given a config option, some things will always be blocked and if players don't check until after they've finished the entire base then they would be out a lot more in time and resources to make another base or make changes to the current one than if they just check as they are building. This is not an issue for countless other customers and their servers. The plugin has been purchased over 250 times just on this site. You can use the plugin you paid for, and the last thing I want to point out is that plugins are as they come. It's fine to give feedback and make suggestions, but try not to jump conclusions or make demands just because you want something a certain way. I am not trying to be dismissive, argumentative, or anything like that. I was simply explaining why the system was in place and that it has reason. I will go ahead and add a note for this plugin and reference the ticket. The developer will take a look, consider it, and if needed might reach out if he has any questions.
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So the potential conflict only happened on an older oxide version? That could make a lot of sense. Thank you for the feedback and for letting me know! If anything else comes up don't hesitate to reach out.
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npc spawming partly under ground or floading
Jbird replied to Angry Dragon Gaming's Support Request in Support
Glad you were able to find the issue. What plugin if you don't mind me asking, in case others have a similar issue. -
npc spawming partly under ground or floading
Jbird replied to Angry Dragon Gaming's Support Request in Support
Is the navmesh error happening before it loads as well or only after? Test by unloading. What version of NpcSpawn are you using? Willing to jump into the Mad Mapper Discord and create a ticket? We will sort it out I'll have the developer help if I can't figure it out myself but I'm sure we will sort it out. You said it's the new version, have you had the files for awhile? Maybe an older file with spawn points that have been removed. Or do you have any custom files enabled from another map that you are not currently using? -
So AlphaLoot is tricky, it doesn't play well with other plugins as well as some loot plugins. Your only option to use AlphaLoot loot tables is to use option 2. But it will use the NPC path from the NpcSpawn file configuration. By default this is heavy scientist. You could change the NpcSpawn to use the prefab you configured in AlphaLoot and see if this is what you were trying to achieve. Hopefully that makes sense but let me know if you have any questions. To use an AlphaLoot loot table though you must use option 2 and the single path to the prefab.