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Everything posted by Jbird
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@S1L3NT do you already have a plugin that adds this to most PvP zones automatically? The plugin does not do it by itself. I have not tested it myself with a plugin that does this but I do know that they exist. They may already be compatible or be made to be compatible. I'll add this to the suggestion bank though as this gives me an idea for how it could be implemented into the event plugins. Thank you for sharing the idea. If you are looking for a short term way to do this you may consider looking for the plugin(s) that already show PvP and PvE so that we can test if it already works.
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@kategrrrl When you reload the plugin, do you see any errors in console? KpucTaJl's plugins are generally created with some debugging that will happen when the plugin is loaded. There are a couple images that come with the plugin if you use the countdown UI. This is set to true by default so this is the most likely error that you are running into. There is now a much nicer looking small countdown UI that pops up on the top of the screen in the Event zone. oxide/data/Images If you do not have this folder, you can create it, or drag it over from the unzipped download. If you create it then just drag over the 2 image files from inside the unzipped download into the newly created Images folder. Clock_KpucTaJl.png Tab_KpucTaJl.png Once you have those files installed you should be good on a reload of the plugin. If for any reason this isn't the problem and you need more support please let me know. ---------------------------------------------------------- @HellHunter just to be sure, you were able to sort out the above and get the plugin working for yourself, correct?
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Please confirm that you have the most recent version, and that your server files have been updated as well. This was an issue when the plugin was first released but was fixed back in June. Alternatively if you have a plugin that affects sleepers, moves them temporarily, or something along those lines, this plugin might be the culprit and needs patched if it has not also been updated already.
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Are you by chance in the Mad Mappers Discord? Might be easier to jump in there and share your config. If I had to guess there is something extra or something missing in the config. You got the error trying to start the event right? Otherwise you can also reload the plugin and let me know what it says there. Might also lead to the error. oxide.reload AirEvent Enter that into console and let me know what console spits out.
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- 191 comments
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- 191 comments
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As far as the doors I believe any of the doors trigger them all. Helps cut down a bit on resources in case the event isn't actually played by anyone then it's only ever going to spawn the guys up top. I believe that especially in the earlier iterations, KpucTaJl had not done nearly as much as he has done recently. Since they were under the water level there was no way to get them to move. Potentially also because of what the submarine is built out of, it would require an update to the prefab itself for them to be able to move around inside it. Due to NPCs wanting to clip through so many different things it makes plugins like AirEvent and WaterEvent easier to just have them be stationary. That being said though I'm forwarding this along as a suggestion so don't be surprised to see an update in the future that allows these guys to move around a bit. Just can't promise anything since like I said they like to just phase through some things without putting triggers all over the place to try to stop them. Stay tuned in that regard!
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Not sure what you mean about intentional but my point is that they are working fine by command but the plugin that I am writing a response in, PermissionsManager, is not seeing or showing those permissions. The oxide issue was fixed to my knowledge with an oxide update and I'm not worried about that because permissions that had stopped working were fixed relatively quickly when that was found. My problem is the plugin I've been using to easily navigate them is no longer recognizing them. I'm not worried about oxide until such as a time as they would stop working again due to the mixed case subject. I can turn them on and off with command but I cannot see them to check on them more easily in PermissionManager. This is a free plugin so I'm not going to lose sleep over it just making sure you understasnd that the plugin isn't showing permissions, has nothing to do with whatever may or may not happen on oxides side.
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Sorry you feel that way but there are several ways to get support and help. I was hired by the developer to help with support and I check all of his plugins on multiple sites, as well as monitor multiple Discord servers to support his works every single day. He is always available if needed but it isn't needed 99% of the time, that's why he recruited me. So if you are needing help and haven't gotten it then that is on you, there are plenty of places that we offer assistance. So yes regardless of where you go to say the same thing, you are going to get the same answers from me in each place you go. BotReSpawn and BetterNpc do most of the same things. Plugins like that can sometimes be made to work together but without any context of what you are trying to do all I can ask is why do you have two plugins that do the same things? Plugins that are spawning NPCs end up using similar or same code in the game and conflict with each other. This is only ever solved if the developers get feedback and context to the issues. The creator doesn't speak English without using a translator so that is one of the many reasons you are talking to me instead. I assure you that the developer gets feedback, suggestions, and is called upon when needed. Generally that doesn't happen but it does when it is needed. We need context and details for that to happen. Sorry that you are frustrated, and having a hard time. I am here to help and the Developer is as well.
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Have you broken into the submarine with this configuration to test them? Or are you just looking at the event with radar? The NPCs inside the sub should appear when you break the submarine. If not when you reload the plugin, can you share what text you get after that? oxide.reload WaterEvent That would let us know if there were any errors.
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Just noticed that I have at least one permission that I went to check on one of my servers, that isn't showing up. So this must still be somewhat of a thing. I was thinking it was already sorted since they are all working. But I have at least one that I know of that isn't showing up for me inside permission manager. I can manually add or remove the permission. Typing it all in lower case worked fine as well as typing it with mixed case. Just feedback not a major issue but happened to notice it today.
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Almost everything is configurable as was already expressed. So definitely have at it customizing this to your liking. I have to say I am confused on why unlocking the doors makes sense though. Where is the challenge at that point? There is almost no cost to the player at so you will definitely want to lower the loot in my opinion if you are moving in the direction of making it that easy to get inside.
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Yeah no worries I thought that was what you meant too. I could have more clearly said that I do use that option. I was just saying that even if it does cause it, I would most likely keep that anyway because the sound effect is awesome and players love it. Take your time with the startup issue. If I can help with testing you can let me know. My Discord DMs are open. I can test it on one of my quiet servers to see if its still persisting once you get it to a testable state.
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- 427 comments
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Is this related to Defendable Bases in some way? Just confirming you are saying that this is the plugin you are referring to. There are options for what this plugin will remove in an event area. That can be adjusted if that is indeed what you are having an issue with. Alternatively you can also remove spawn points for the event if it spawns at one of the places that this plugin spawns Bradley tanks in the configs as well. If you have not already I would recommend letting that developer know that this issue is occurring so that they can look into it from their end. Perhaps a check can be added for when a Bradley is removed by a plugin, and have it ignore when this happens in reference to Rust Rewards.
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Nope, but I am lucky enough to call him a friend. He hired me to handle discussions and support for him. English is not his first language and he wanted to try to free himself up to focus on updates and new plugins. I also became an expert with his plugins and have been a member of their team for awhile now. Thank you for the compliment! haha Also sorry if I gave that impression at any point, it wasn't intentional. I'm just the new go to guy for his plugins.
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Not sure what point I missed. I even broke up the quotes to show what I was replying to. I think you just misunderstand that I completely followed and was just sharing my own thoughts, opinions, suggestions, and ideas. For reference since I feel like this was overlooked. The suggestions are shared with the developer who will make the final decision and may or may not implement. My opinions are just that, I do not offer my bias or opinion when I share ideas with him. If anything I may say that I like certain ideas or that some ideas come from myself, but he still has a very logical and open mind about requests and suggestions so stay tuned and we will see what happens.
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MLRS damage is deactivated in most cases through PvP if player damage is disabled, since it is sent from another player. I really don't want to nullify all MLRS damage since I want it to be able to be used against some events or just for fun I enjoy the MLRS sound effects so I may just deal with it if that is the reason it is causing damage. Will try to test that when I get a chance but I recommend trying to nullify that if the setting for damage is set to not damage players or their bases. Still had the timing issue as far as I know, need to test but for now just using the plugin @ChristopherS shared (thank you for that by the way, a friend managed to share it first but thank you all the same! So if anyone comes along i recommend the plugin, very simple and light. Seem to need it for this one and one other after recent updates from both.
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Any time! Did you know how to add more NPCs? There are a couple that are in the front and back of the ship in those little sections where the hackable crates are. Could use the command to get POS to add a couple more in sneaky spots like those or just more in general. Can even add more to the profile that has the boss type dude and really juice him up to full Chad levels. I'm still gonna bring the feedback and suggestion up though. I know all too well about beefing stuff up or making changes here and there because players are always looking for a way to cheese things.
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I can forward the suggestion of potentially adding to and updating the design. But have you considered configuring the NPCs? Give them a ton of HP, longer range, give them bolty's or something and make their aim cone lower. By default on my server they were a bit easy for some but I quickly changed that myself. Shooting from a mini or scrap is still challenging for some but yeah if you have a Chad player base then just juice up the NPCs to counter that.
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I think there are ways to achieve most of these things by being creative with the plugin as it stands, not using any other plugins. I actually didn't have any ideas that would require another plugin or using multiple instances of this plugin. Just using the plugin by itself and giving multiple locations that do not overlap more than a couple bosses would work in my opinion. Keep in mind you can also add more bosses too, some bosses can be random some bosses can be monument. I prefer to use specific list of spawn points because you can still put in that list spots that are on monuments. This is where I am confused though because what you are describing especially at the end of this thought process, is completely doable with the plugin as it already stands. The only difference I am seeing at all would be having only a certain number active at a time from your list of bosses. Have you ever used specific spawn locations instead of setting them by monument? This is what I use the most and I love it, you can make as few or as many locations as you want. Currently you can set bosses with different spawn types, some as monument some as random some as custom locations. And you can already set multiple spawns for each boss at every monument, or just make different mixes so that some spawn at similar monuments and not at others, but so that some of them overlap, as many as you would like. There are still some aspects of these ideas that I'm digging I'm not trying to put down the suggestions I am just sharing thoughts and ideas, I am hammering KpucTaJl with all of the ideas that came up while he was on vacation and he is working on new stuff as well. Some of the suggestions are still very much interesting including maybe a command to spawn, despawn, or reload only certain bosses, and perhaps a minimum and maximum system as well. Those make the most sense to me at least without over complicating things. But the developer will have ideas and get the last say in this so stay tuned and we will see what he comes up with!
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Error on reloads (specifically unloads) has been cleaned up @ThePitereq props! We are having the same problem as @Knightstalker. Damage is turned off but had a player building a base and a nice large portion was taken out by a meteor. They had only managed to upgrade to wood at that point. I don't think a player has been hit but will try to test that more later. Definitely saw the base get taken out though they were streaming and made a highlight of it. They were not upset and we discussed and honestly we might leave it turned on. But wanted to give the feedback since it is a config option and is not working as expected and configured.