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Everything posted by ThePitereq
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Conflict between normal and instanced excavator
ThePitereq replied to skythunder_'s Support Report in Support
Hey. I know what you mean, But if you want to enable the instanced excavator then it means that you don't want to use the default one, so why there is a problem with default one? Maybe i don;'t understand your problem. -
Hey! Ah, okay. Then in next update i'll add option to set fuel and output capacity in config. Will update here when released
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Changed Status from Pending to Closed
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Having trouble stopping it from blowing up player bases
ThePitereq replied to wngadmin's Support Report in Support
Hey! We talked on discord about that problem Will close this ticket when everything will be back to normal. -
hey. please describe your problem.
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You are using example config. This is meant to work like that. You need to use survey charge to find quarries. Maybe you need a permission, honestly i don't remember correctly how configuration looked like. I recommend to start with default config, and additionaly check things in example config. It should fix your problems.
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Hey! I made few changes in code that maybe fixed your issue. Hit me up if the problem still appears.
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Changed Status from Pending to Closed
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Hey! You can check if the issue has been fixed. Sorry for waiting so long. A lot of things to do right now
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Suggestion: Command line to run RainOfFire
ThePitereq replied to Fusion 3.64's Support Report in Support
Hey! Sure! Can add something like that, and add support even for multiple commands to run, not only one. -
- 213 comments
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- #items
- #enhancement
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Through monobehaviour public void StartRecycling(BasePlayer player = null) { if (recycler.IsOn()) return; float recyclerSpeed = _plugin.GetRecyclerSpeed(player); InvokeRepeating(new Action(RecycleThink), recyclerSpeed, recyclerSpeed); Effect.server.Run(recycler.startSound.resourcePath, recycler, 0U, Vector3.zero, Vector3.zero, null, false); recycler.SetFlag(BaseEntity.Flags.On, true, false, true); recycler.SendNetworkUpdateImmediate(false); }
- 213 comments
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- #items
- #enhancement
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(and 6 more)
Tagged with:
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- 213 comments
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- #items
- #enhancement
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(and 6 more)
Tagged with:
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- 213 comments
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- #items
- #enhancement
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(and 6 more)
Tagged with:
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Yeah, just change the damage value in config.
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Hey! There is only one option to set timed events, without randomization - "Event Timer - Event Every X Seconds (0 to disable)": You can't run event on a small radius, based on locaization. All you can do is to set direct event, for each player x of meteors, or decrease fall range with "All Meteors - Meteor Spread On Map (higher = smaller impact radius)": option. If you want to set the marker say it's meteor you can only use the shop indicator, because only this type of marker supports custom names. You need to set "Marker - Map Marker Type (None/Normal/Explosion)": "Normal",
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Hey! I was just looking at this feature, and it seems it's caused by antihack. As a temporary solution you can try setting melee_protection 2 as server variable, or if it still doesn't work - to 0. Not sure if i'll find any good solution without using Harmony etc. it might be a tricky one.