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Everything posted by Jbird
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Will add it to the suggestions! The only issue I foresee with this would be that since they are able to move around, this is going to be tricky and might not be able to be done. Zones like this are not able to move with the Boss so this could cause issues and the battle could be drawn outside the zone that gets created, Otherwise a large one would be needed and this could cause other issues since it could take place near player bases or other locations you may not want to have be PvP zones. My recommendation for this to be honest would be to set them up in Arena like areas that have PvP zones set up. This would require using a zone plugin but you could create a PvP zone in the arena that the boss spawns into. I would just additionally recommend that they are placed in an area that they cannot chase players out of, so that players do not try to get around the zone and draw them into a safe place. So either enclosed entirely or at least blocked in such a way that a bot would not be able to get out (such as needing to jump, or climb a ladder). I will still add it to the list of suggestions and ideas that are submitted. Thank you.
- 432 comments
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- #abilities
- #boss
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Hiya @ThePitereq I just wanted to mention that I am also having an issue for some reason where it does not start automatic events on it's own. They had stopped working quite some time ago and I didn't even realize it until recently. The plugin is loaded and I can use the commands to call a meteor event. It won't start them itself though. I thought they were working for a day but it seems they have stopped again even after updating to the most recent version. The older version was doing the same thing so I updated just recently and although it worked for a day after, it has since reverted to just sitting there. The plugin is loaded but it is not starting any events. The next time I do a restart and can help it, I will try to catch it and look at console while the server loads up. Wondering if there is a way to slow down the point at which the plugin loads so that other functions might complete first that could potentially be throwing it off. Only idea I really have though because once it starts going it works fine for the rest of the day, only happens during restarts that it will stop working. Any way not a huge dilemna but wanted to give feedback as I saw this a discussion. I own this through Lone.design but I own some things on both sites and saw the conversation here, otherwise I would consider opening a support request.
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One other thing I forgot to mention, in combination with MiniCopterOptions from uMod, with the most recent version of that plugin, the spotlights can be turned on and off with the native button for lights. But with that newest version it is impossible to turn off the spotlights and leave only the flashing lights on. Could an option for the minicopter be added to remove the spotlights? Or would you be willing to test with the other plugin to get it so that they can all be turned off together? If it helps, the previous version of the MiniCopterOptions plugin did work, and I may revert it honestly. It used a different button other than the flashlight and light button in game, and you were able to coordinate all 3 spotlights to work properly together.
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- 432 comments
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- #abilities
- #boss
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This is not a high priority but for some time now the buttons seem to be out of place on the prefabs. Mostly I believe just that they have been resized, or did I never notice it before? On the minicopter, which we use the most, is where it is the most noticeable. This one is certainly in a different place and is much lower. This also looks very odd from the 3rd person view as the lower part of the button sticks out quite a bit from the mini, the cord. Is this something that can be sorted? I don't have a terrible amount of minicopter plugins but I have a couple that could cause this issue. Again it is not a high priority but I wanted to bring it to your attention. Would you be able to add more options for the snowmobile? It looks amazing by the way just curious if it could be added to the config if nothing else, I do not want players to notice and take advantage of the free fuel if they get this permission. Thank you in advance.
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The great thing about all of these ideas is most all of them are already incorporated! Kits is already compatible by the way that sounded like a suggestion but it is already a part of the plugin. "Kit (it is recommended to use the previous 2 settings to improve performance)": "", Not sure on this one. The NPCs have to be created from existing NPCs, and most if not all of NpcSpawn NPCs have the same base. So it would be difficult to track this if I am not mistaken. It would require both dev's to possibly make it work but because they are using a common NPC just being modified from it's default look and settings. My recommendations are to use buidings, even puzzle buildings can work well for this. Some prefabs sold on sites like this are excellent for placing bosses inside. Anything that forces players to go inside to get to the boss, works very well. Leaving them to roam is fun, I have a few that roam, but the majority of mine are all inside so that players have to seek them out intentionally, and so that they do not have much of a chance to make the fight easy. Players would build bases like you described if I had them spawning at certain places in the open. So having them spawn randomly is best if they will be outdoors.
- 432 comments
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- #abilities
- #boss
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As a note for anyone with larger stack sizes for fuel, it only displays the first 3 digits. But you can reduce the font size in the section of code in lines 193-197 a bit and it will fit four digits. { var container = UI.CreateElementContainer ( "cfuilui.amount", "0 0 0 0", "0.45 0.12", "0.53 0.21" ); UI.Label ( ref container, "cfuilui.amount", $"{GetFuelAmount ()}", 10, "0.3 0.28", "0.52 0.53" ); CuiHelper.AddUi ( player, container ); } I simply changed the font size from 12 to 10 and the whole number is now displayed.
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Absolutely, there are a few ideas even including being able to spawn a boss by command and potentially this being the only way to spawn them, or triggers to spawn them to make your own mini event. Then the question just becomes how difficult will it be to code these into the existing plugin and how much time would it take. All ideas are welcome though and KpucTaJl is one of the best developers at finding a balance between accepting and incorporating ideas, as well as explaining when they can't be done or just having to say no at times. Some developers take too many ideas on and it ends up turning the plugin into a mess that needs constantly updated. Still I think some of these ideas sound like they would be able to be added and are not overly complicated, so when he is home and when he has the time I would expect some of these ideas to be a possibility in a future update. I like the sound of that! I've certainly had several efforts to make mine difficult. I caught players trying to find easy ways to defeat them early on. One great thing to do with them for something like this is to place them in a small arena, or inside a building, so that accessing them forces players into true battle instead of giving them options to avoid battle and do distance from afar. Have fun with it!
- 432 comments
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- #abilities
- #boss
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Currently there is not such an option built into the plugin. Though this might align with another suggestion so I will add this to the idea and update the Developer. What I would suggest though is to make a backup copy of the config, and then remove all but the one you would like to have active. Were you hoping to cycle through different bosses or were you just wanting one active boss?
- 432 comments
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- #abilities
- #boss
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This has been addressed in the most recent update.
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It would be pretty interesting no doubt, and several have had this idea including the developer. Unfortunately there is just no realistic way to move around all of those prefab items in the game so I unfortunately have to tell you this is not in the works. It does spawn in random locations though! But you probably already know that.
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Currently that would need to be done in the CS, but can I ask if there is something you are looking to achieve instead, like perhaps changing the loot table if you think the loot table is too generous. Just thinking out loud as there might be an easier fix if there is a reason like this that leads you to want to remove one of them entirely.
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My favorite way to customize their loot is to use your own loot table and create it. You can add each item you would like them to have a chance to get, give the probability, but most importantly you can add exactly the things that you want. Alternatively you can use the path to the prefab of the loot table that you would like to use. If you get stuck the Mad Mappers Discord is a great resource and you can open a ticket there for more help or advice.
- 432 comments
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- #abilities
- #boss
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If that takes care of your questions or issues @Kobani feel free to check this off as closed.
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By the way @Marco Almeida if that takes care of this for you, would you mind changing the status to solved? You are of course welcome to ask any follow up questions you might have though 1st. No rush.
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If anyone has issues with the skin being lost with using RestoreUponDeath plugin or even the Kits plugin from uMod you can reach out to me on Discord and I can get you a patch. They should hopefully be seen and released on uMod before too long but for now I want to get this to people so they are not waiting any longer. Jbird#2022
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"Which economy plugins do you want to use? (Economics, Server Rewards, IQEconomic)": For this setting in the config, if you remove the name of your economy plugin, it will not reward it. You can just remove all 3 if you'd like. "Calling a patrol helicopter to a locked crate?": true This needs to be set as above, for whichever locked crates you wish. There are the locked crates that will appear on the ship, as well as the final crate in the container for the event. So there are 2 settings for this option, configure as desired.
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Sorry that you answered your own question before I could, but it seems like you have covered most bases and have a good understanding of what is going on! Kudos for that. To answer your current question, each preset will all spawn. So you will total up all of the different presets and they will all spawn together. If you were interested in joining the Mad Mappers Discord I handle support there as well, and created a helpful guide when customizing organizing or trouble shooting configuration of the different monuments and profiles. I could share that with you there if you'd like. It is also pinned in at least one of the channels we use.
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Suggestion is under consideration already. There are a few people lowkey losing their mind about it haha. Stay tuned. For now just keep in mind that the 2nd message about the event will give the grid point. I know that doesn't address the suggestion/complaint itself but just noting that. As far as size you can already configure that. "Radius": This is in the main config file.
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- 99 comments
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- #barricade
- #ch47
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The marker does work when the event is active. The marker surrounding the event is not active until someone starts the event and calls the support helicopter. Once the event is initiated the marker around the event will activate and be visible. Inactive event marker. Active event marker.
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If you want it to remain active until players complete the event, then this timer needs to be set to a length that this is possible. If you restart your server at certain intervals, as long as the timer is long enough to remain active until a server restart, the event will remain active. For example 86400 seconds is 24 hours. If you do daily restarts then set the timer to 86400 and the event will never end because a restart will happen 1st. "Duration of the event [sec.]":