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ThePitereq

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  1. ThePitereq

    Random Roads

    Changed Status from Pending to Closed Changed Fixed In to 1.1.3
  2. ThePitereq

    Random Roads

    The random road feature has been added! I've cheched it on my server and it works, but plugin have a lot of functionality and if it prints any error, please create new support request. Have fun!
  3. I will think about that. If i will need something for "team testing", sure ^^ You can DM me on Discord: ThePitereq#3979 Thanks!
  4. Hey! It's great idea. I must investigate that and maybe implement it in future versions of the plugin. "MLRS Support Call" might be cool too. These changes are bigger changes and need a little more testing because if wrongly implemented it can affect performance. Will look on it in the future. Thanks!
  5. I'll leave it open for now, to remember about that. I am little bit busy in these days (easter) and investigation and fix might little delay. Sorry for problems!
  6. Version 2.2.2

    27 downloads

    RUST Plugin Test Server TEST MY PLUGINS THERE! connect play.thepitereq.ovh:28050 Jackhammer Hot Spot Fix plugin eliminates the always-hot spot hit of a jackhammer. Plugin can also revert the old "jackhammer clicking" meta. With this plugin, players must actively search for hot spots to break nodes faster. { "Cancel Only RUST Update": false }
    $5.00
  7. ThePitereq

    Random Roads

    If it's a problem I can change how it works and replace "Tank Route - Road IDs": [ 0, 1, 2 ], With "Tank Route - Road IDs": [ { 0, 1 }, { 2, 3 }, { 10 } ], And then it will roll random road from these three routes. But this is a huge edit in code so i will not make it today.
  8. ThePitereq

    Random Roads

    This option doesnt set the bradley to roll the route. With this option you can make ONE bradley that if it will finish road 1 it doesnt turn around because it goes to road 2. It is useful when there is a bridge in custom map. and bradley can easy go through this bridge.
  9. Okay, Can you also send me a config where this appears? Thank you. Will check later today.
  10. Not sure whati can be. Will release an new version in few minutes with small fixes that will also spawn bradley little bit higher, maybe it will fix that.
  11. It goes on dirt road? Or normal one? Maybe dirt one is too far in ground and he couldnt check it because he stands on asphalt. I added asphalt check in newest version.
  12. what is ring road. all roads have their id's. It can be different in each wipe if you are using proc gen maps.
  13. Not sure how convoy route select works. If it is always random or based on road.
  14. Fix is out. Please check if it fixed your error problem. About "slow bradley", it can be an AI that detects you somehow and tries to use the bradley brakes. Fly away or hide somewhere and chech in the map if the bradley started moving or problem still appear.
  15. I've tried to contact you through DIscord to talk about this, but i did not got an response. It should look like when you open crates you can get currency, like normal loot or after killing the bradley. How it should be calculated who should get the money? Most damage or what?
  16. Hey. Already found a problem. Will release fix today.
  17. You want to add feature that will reward player with currency after killing the bradley?
  18. I though that i made a sort of mistake in config that they did not spawn, but if not i will load it to my testing server and remove plugins 1 by 1.
  19. I am using custom map and here is my custom profiles file. I can send the map to you in Discord. default-CustomProfiles.json
  20. Sure! Just add into "Tank Routes - Spawns Per Maps" more Spawn Configurations and it will work. If there will be a problem with road used more than once you will get warning on plugin reload. All roads used for default timed events are removed from purchase bradley road pool so dont add too many of them or there might be problems with purchased ones. Regular procedural maps have 40-60 roads so there should be no problem there.
  21. There is no errors in console. From the logs all i have is output from bot.count command and startup load/unload plugins. (Log from yesterday)
  22. Nope. Players reported that bots didn't spawn and the value is always 0. I can make timed command that execute every 15 mins to check the bot.count output.
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