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Everything posted by Jbird
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- 44 comments
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- #supermarket
- #crates
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Those look to me to be the main NPC type, which should have melee weapons as that is how they are set up. They probably have the same problem with the actual barricades from the event. You can also set wooden barricades to be removed, and they will be removed after each wave forcing players to continue placing them making this a difficult thing to do, as I've just seen alternatively where players have tried to surround the base with them.
- 116 comments
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- #barricade
- #ch47
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Examples are really helpful. I do understand that it's a pain to get people to read and such but honestly, once you start getting the information out there players can help each other. And at the end of the day if they don't read anything that's on them, right? I do get that challenge though but the command can be run as they are building before they invest too much into their build. Here is the command, the symbols, and what each means. /checkfoundations - checks all the foundations of the house for the event (must be within TC range while using command) - you or your friends are not the owner of the foundation - the foundation does not match in height/depth - the foundation does not match the topology (prohibited topologies: Cliff, Cliffside, Decor, Building, Monument, Clutter, Mountain) - the foundation is located within a radius of 40 meters from the custom monument I will add a reference for this, I might already have a note as I know I had discussed this once in the past couple months. The problem and main reason that it has not already been implemented is that these things were put into place due to several bugs and issues that can happen in those instances. The developer is more likely to offer a change that customers can make themselves to bypass some of this, but depending on what issues could arise from that it would be on whomever decides to bypass these things to sort out issues related. Hopefully I explained that well enough to make sense.
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Are you sure you have gone through the entire junkyard to get all of the trucks? Have you seen any errors? Get messages as you are recycling the trucks in game chat? If so, have you changed the configuration at all? There is a configuration section that partially pertains to this, perhaps something was adjusted there?
- 45 comments
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- #broken cars
- #cargoplane
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Generally, as we have had issues reproducing this in tests, it seems to be a result of either client performance (players side), server performance (server side obviously), or a combination of both. One thing that you can do to alleviate this issue though is to reduce the flyhack threshold in your server. You can do it by adding this line to your server.cfg file, or the bat file whichever is easiest. You can also run the command in game as long as your server properly saves changes made and they are not lost during a restart, some hosts do a hard reset and stuff like this gets reverted back to a previous setting. antihack.flyhack_protection antihack.flyhack_protection 3 So the default is 3 as I've typed it there. I recommend reducing to at least 2, or otherwise have gotten feedback in another recent instance of this issue, where they reduced it to 1 and the kicks stopped occurring. If you look into it a bit you might find that they players most affected have a higher ping to the server, or otherwise are not close geographically to the servers location causing a bit of lag and contributes to the server kicking them for thinking they are 'flyhacking'. Anything involving a lot of jumping, especially well above the terrain, has the potential to trigger this. The one warning I want to give is that if you have a lot of players, and or are mainly a PvP server, you'll want to use caution with this since you are softening the servers defenses, but it's only to flyhacking and honestly I don't think that is an issue often at all. Usually more like aim and esp stuff that's the biggest problem in my experience.
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- 472 comments
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- #abilities
- #boss
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- 45 comments
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- #broken cars
- #cargoplane
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Well 2 and 3 are for specific loot tables. 1 is the custom loot table inside the plugin, 4 is using the path to any lootable like containers or NPCs, and 5 combines 1 and 4. So you used every option but the one you want to use, which is 0. It should read whatever you have in the loot table plugin as it is what you use. Most loot table plugins can use option 0.
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No problem! If you make much changes as far as customization something you can also do is use the command to check each preset. The preset number, is which preset in the configuration. So 1st NPC preset is 1, 2nd is 2, and on. The number that shows up in game when you run the command, are the spawn positions for that preset. Each number is their place in the positions, so if the number in game is 12, then this is the 12th position in that preset. That way if you are wanting to just adjust an already modified file you can use this method as well.
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If you are having issues after updating Harbor, check old update notes you may have missed. Most likely you just need a fresh config. Make a backup of the current one if that is something you think you need. Look at the last part of the error. This is from another plugin using NpcSpawn. You will need to reach out to that developer.
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- 26 comments
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- #ferry terminal
- #ch47
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That is your decision of course. KpucTaJl has always named his monument events after the monument like this. He created NpcSpawn and many other monument events that are all simply named 'Monument Name' Event. He has been doing this for years. Honestly I don't think he noticed until after this was released, I personally didn't, I keep busy enough with the events I support in our library and that continue to be added, I don't much look at or for newer events. Once it was released and purchased it is not ideal to change the name so they have been left as is. Customers in the Discord had recently discussed how some have both events, and shared how to slightly change the name of one to be able to run both. But as I said that is your decision to make.
- 26 comments
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- #ferry terminal
- #ch47
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