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Everything posted by Jbird
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You could get creative and sell the command or something like that, where the server would send the command which would allow it to properly work. Giving them admin to use the command would be less than ideal. This would be my suggestion at least. There are a few ways that could be done at this point in the modding game. I don't know of any off the top of my head by name but I know that they aren't hard to find and even most store type plugins allow commands to be sold.
- 45 comments
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- #broken cars
- #cargoplane
- (and 26 more)
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- 184 comments
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- #boat
- #facepunch
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So far we have had a few instances of this but have not found a culprit yet @Ondraasek. What do you use for loot tables on your server? Wondering if I might be on my way to the common denominator.
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Forgot to actually reply to this before but did take note of the suggestion and just wanted to say thanks for the feedback. Perhaps simply finding a larger number of patrols that fits better might work. There is likely a reason they are preferring that side, would need to see the map to know though so just a guess. But perhaps a larger number would fill in the gaps.
- 184 comments
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- #boat
- #facepunch
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Share what happens in console when you reload the plugin. oxide.reload HarborEvent Most likely issues might be that you did not install NpcSpawn.cs (see ReadMe file) or perhaps are missing data files? Take a look at those two possibilities and also give me the reload notes and response and we can see what's going on.
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By the way what happens is they were standing on the arm in the beginning of wipe. But once the arm moves it stops in random positions. This was an oversight when the plugin was originally released, actually took awhile for people to notice to be honest or some people noticed and fixed it quicker than others haha.
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I have this list posted in the Mad Mapper Discord @WarKingz but I will just post it here. 🚫 BetterNPCs that I could do without 🚫 Different position # means you have a newer version of the plugin Positions are being removed as we find them in updated versions of the plugin In those instances just go by the actual X,Y,Z as opposed to the position # 🚧 Airfield Data File 🚧 oxide/data/BetterNpc/Monument/Airfield.json Npc Set #2 "Mercenary" Position #2 "(-106.6, 3.2, -96.6)", Position #5 "(-109.5, 3.2, 49.9)", Position #17 "(96.8, 3.2, -88.9)", Npc Set # 4 "Porter" Position # 4 "(-17.0, 3.3, -96.4)" (delete the comma above it as well) Npc Set # 5 "Scientist Position # 2 "(-29.1, 3.3, -91.1)", 🚧 Launch Site Data File 🚧 oxide/data/BetterNpc/Monument/Launch Site.json Npc Set # 5 "Scientist" Position # 32 "(114.4, 5.0, -79.7)" (delete the comma above it as well) 🚧 Giant Excavator Pit Data File 🚧 oxide/data/BetterNpc/Monument/Giant Excavator Pit.json NPC Set # 2 "Workman" Position # 14 "(54.9, 15.1, -31.4)", Position # 15 "(53.3, 17.6, -38.6)", Position # 16 "(38.5, 17.6, -36.0)", Position # 17 "(43.3, 17.6, -43.5)", Position # 18 "(50.4, 22.1, -39.5)", Position # 19 "(41.6, 22.1, -41.5)", Position # 20 "(40.4, 24.6, -33.7)", Position # 21 "(39.6, 24.6, -20.6)", Position # 22 "(30.7, 30.1, -0.4)", Position # 23 "(27.2, 31.1, 8.3)", Position # 24 "(26.1, 35.6, -8.0)", Position # 25 "(21.2, 35.7, 5.1)", Position # 26 "(28.5, 35.7, 8.1)", NPC Set # 3 "Porter" Position # 1 "(61.0, 10.0, -89.6)", Position # 2 "(78.6, 10.0, -81.1)", Thank you for the reminder as I believe I'll be adding 1-2 lighthouse positions to add to that list and update soon. If you want to look into those it may be good practice to troubleshooting and removing NPCs with problematic paths or spawn points.
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Just wanted to check in @Kleementin have you had a chance to look into this further lately?
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Are you by chance in the Mad Mapper Discord? If you are start a ticket and tag me. Either way have you tried running the command to start the event manually? Perhaps the timer is longer than you're expecting for it to start. You can reduce the time between the event spawns it will just run often. This isn't any issue until you add multiple events and you may want to then spread them out.
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I think what you might need to do would be to continue to work with the balance of the percentages. It is still slightly confused as it seems to make sense but I'm not sure if I am simplifying it in my head. I think just perhaps the loot coming from the prefab is going to have the prefab chances, which I am assuming is the largest reason for this not working as you're intending as of yet. One part does sound contradictory though because you ask for it to have individual chance added but then in the same sentence said that they have each individual config options to change it, which is true. So you may need to clarify there just a bit for me.
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Being discussed @Covfefe really there are simpler ways if you're asking me haha. But yes I get where you are coming from and only need to confirm this and go through the library to consider this suggestion in regards to all events. Can this be achieved with all in case it might be desired again by others. We are looking into and considering this especially once I've had a chance to test it myself likely tonight to confirm that there is no other way to trigger the end of the event. Sometimes it's hard to really be confident without going and running the event myself. Stay tuned and thank you for the suggestion.
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To be honest my initial response would be to try reducing the timer. Would that potentially work? Some events have a longer timer than necessary in some opinion but that would be my initial suggestion. Then have a short window to begin again if you like for it to run often.
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This will be updated the same way any plugin would be updated, but to also reword it, the process is the same as installing it in the beginning. Exactly the same honestly. Download this new version, then place it into your plugins folder. It is generally that simple unless the directions add more notes or the config (rarely happens) needs to be deleted and reconfigured. If you have any issues with that and need help with it though just let us know @tonipink1981.
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@Paul H. @0athbound Are you by chance in the Mad Mapper Discord or would you mind joining? If you are there or if you join open a ticket and tag me. I can get you a list of locations to remove. They will be fine there until someone runs Excavator when the arm moves, they will float in place or they will respawn back in their same location even though the arm moved. This was just an oversight on the original locations. But we have a list compiled so that you can remove those and will not have the issue again. It resolved itself likely by the excavator being placed back into the default position for you @Paul H..
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To be honest I feel like it would be something that veteran players are really going to abuse against players with less knowledge of the plugin the server or the game in general. Just a thought though I feel like maybe PvE servers would find this more interesting if anything. Suggestion noted though and will discuss. Suggestion noted but foundation wipes are awesome! I do feel like that's a solid idea, again definitely will be discussed and considered. You could just choose timer or amount, but part of the difficulty with that is that the config is set up to give X amount of NPC every X seconds for X seconds. There is already a lot being calculated and written into the plugin. So while it is a simple idea it might actually be a bit complicated or time consuming to add in. That being said maybe an option for X short waves at X seconds and that event wave will end when the final short wave were all killed. I used to be very partial to things looking more realistic like things not despawning for example. But with time I have let a lot of that go and am more concerned with performance and compatibility between events and plugins. Trying to keep everything working as they are all updated or Facepunch breaks stuff. Stay tuned though I like this idea and maybe K will too! This should be doable. We have a bit of a rotation on workload like updates versus new projects, in my head it seems like this one should be simpler even in regards to the code side of things. But as with all of the ideas and suggestions, will be discussed with K and see what we come up with! Thank you for all the ideas and suggestions.
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Kicking around ideas for how to potentially implement this idea. Will be brought forward as a suggestion and considered for when the developer is doing updates to older plugins as opposed to working on new ones. PVE mode was built more for the events originally but it was adapted to work for Bosses so that another team could not come up and do minimal damage to the boss but get the last shot and take the loot. It's a way to make that part of competing for a boss fair. At the moment I don't have an idea for making that work but as I said we will consider it and see what we can come up with. Thank you for sharing the idea.
- 429 comments
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- #abilities
- #boss
- (and 16 more)
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Set a limit to the amount of turrets allowed on a base to be eligible to start the event. To save peoples computers from having an aneurysm you can set a maximum amount of turrets on the base for defenses. It cheapens the event and can cause strong frame drops especially with certain ammo or attachments people could crash peoples gameplay potentially even the server in some instances if not limited. This was requested by the community.
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Absolutely, any time @ErMonito especially easy fixes like that!
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- 45 comments
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- #broken cars
- #cargoplane
- (and 26 more)
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No you did nothing wrong at all this is normal. Teaching NPCs to walk on the prefab properly is challenging so at the moment they are stationary. I do believe that it is coming up in the queue before long that this will be attempted again and may change soon but at the moment due to the placement of the monument and also part of it being submerged, they are indeed stationary. We hope you still enjoy the event and it does not take too much from the realistic feel. If you have other questions let us know, but you can also keep an eye out for a future update that may add movement to this plugin and to the AirEvent!
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Nexus I'm most interested in but that was something the modded community was trying to do that they said hey we are gonna do that, then it's been pretty quiet lately. The Industrial stuff while it's cool, is way too much. I like things that have happened that balance the game and have sweaty players struggling a bit against average players where they didn't use to. But the recoil update was awesome, absolutely awesome. Most of this other shit I have no idea why it keeps getting added and why server owners end up tasked with several bug fixing updates at various intervals most months. Yeah balancing events can be difficult for many owners for sure, there are quite a few that are better than just good, but trying to have all of them and keep them from all running at the same time is a must unless you want to wonder where your RAM has gone. Haven't heard much about the multithread move but that would potentially be epic if they did!
- 429 comments
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- #abilities
- #boss
- (and 16 more)