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Everything posted by Flint Monkey
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When players kill NPCs on the cargo ship, they are presented with the PVE error (see screenshot). They are still able to kill and loot the NPCs.
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Cannot damage NPCs in Halloween/Xmas Portals
Flint Monkey replied to Flint Monkey's Support Request in Support
@Iftebinjan - the updated file fixed the issue. Thanks! -
When players enter the halloween (or xmas) portal, they cannot damage the NPCs inside. Rather, they are presented with an error message, as shown:
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From what we're seeing, it works on ROADSIGNS (one hit) and not on barrels (2 hits).
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SimplePVE and Custom Helicopter Tiers - cannot damage or engage with helis
Flint Monkey replied to Flint Monkey's Support Request in Support
Will do after this month's wipe. -
SimplePVE and Custom Helicopter Tiers - cannot damage or engage with helis
Flint Monkey replied to Flint Monkey's Support Request in Support
Just sent them through Codefling messages. -
SimplePVE and Custom Helicopter Tiers - cannot damage or engage with helis
Flint Monkey posted A Support Request in Support
With SimplePVE enabled, players cannot damage patrol helicopters. I am using the Custom Helicopter Tiers plugin to manage helicopter levels, if that makes a difference. When players try to attack the helicopter, they are unable to damage it with SimplePVE enabled. In the config today: "Patrol Heli can hurt player": true, "Patrol Heli can hurt buildings": true, The reverse should be true: "Player can hurt Patrol Heli": true, I do not see a way to allow this interaction in the config. - -
- 567 comments
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- #hud
- #interface
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(and 6 more)
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@Jbird - tbh, I set the minimum and maximum to the same number a while back and just have a minimal number of boats; my players do not interact with them much and I've started to wonder if it's worthwhile to have installed. My next map is more land/air focused. I also don't have much time to test this over the next few weeks... when I do have more cycles, I'll check in on the Discord.
- 183 comments
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- #boat
- #facepunch
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This is the best (most complete) event manager I've used, and the rewrite is outstanding. I run a PvE server and having a variety of events is what makes it engaging for players. I need to make sure that events aren't competing for resources (causing lag) and that players are not overwhelmed by too many NPC entities (multiple helicopters patrolling at once) such that they are unable to enjoy playing. It's a delicate balance and being able to automate when the events run through Event Manager makes this possible. I've tried multiple approaches to automating events before purchasing this plugin. I tried multiple plugins that allow you to configure execution from a timing perspective, and I've tried executing scripts on a schedule through my hosting provider. None of those approaches captured all the plugins I use AND worked seamlessly the way that Event Manager does. AND, it does it all through a GUI. My favorite feature was added in the last rewrite -- being able to randomize what events run during a set schedule. I can list a bunch of events and have it choose which one to run at that time. It's fantastic. I also reached out to the developer, @MuB-Studios, because I have a couple of events that require custom configurations not supported by the rewrite. They ADDED them for me within hours. Fantastic support and a great plugin that makes it so much easier to administer a server.
- 189 comments
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- 2
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- #eventmanager
- #manager
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(and 5 more)
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[uMod] Metabolism directs to wrong plugin
Flint Monkey replied to Flint Monkey's Support Request in Support
Sent it to you via dm -
In the latest version, [uMod] Metabolism flags users to update and sends them to https://umod.org/plugins/no-metabolism, which is a different plugin. This should direct users to https://umod.org/plugins/metabolism.
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I am getting the following error when Hud loads: Failed to call hook 'cmdChat' on plugin 'Hud v3.0.8' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.Hud.cmdChat (BasePlayer player, System.String command, System.String[] args) [0x0002b] in <8561a8defda442e092cc1f004eb884bb>:0 at Oxide.Plugins.Hud.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x020d7] in <8561a8defda442e092cc1f004eb884bb>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <23ba99f131254889867c71f0bd137b1d>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <157a94ee66ab4a7991faecd1eb84be3b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <157a94ee66ab4a7991faecd1eb84be3b>:0 Unfortunately, I am unsure what's changed; I went on vacation for a couple days and came back to this. The only change I am aware of is that I patched the server a couple of times. There was an issue where my hosting provider had a memory full issue on disk (not my install but apparently it might have corrupted my install), but I've rolled back as much as I can from what I see. I've tried resetting the config and validated my syntax is correct. I've also checked permissions, thought there doesn't seem to be an option to revoke them.
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- 567 comments
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- #hud
- #interface
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(and 6 more)
Tagged with:
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- 567 comments
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- #hud
- #interface
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(and 6 more)
Tagged with:
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+1 on this - was looking for it as well
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- 183 comments
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- #boat
- #facepunch
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By overall range, I mean total number of boats on the server. IOW, if I want a minimum of 4 boats and a maximum of 8 across ALL presets, I'd like the ability to set this in the config. I then want to say that 40-60% of them can be tier 1, 25-30% tier 2, and so on. The above prevents me from having to manually adjust all the tiers when I switch maps. On my server, I typically use a procedural map (4250-4500) for the first 1/2 of the month and then a custom map that can range anywhere from 1600-3500 the second 1/2. Depending on map size and overall amount of water, I find that I have to adjust the number of boats to compensate. Having 1 tier makes this easier but offers less variety.
- 183 comments
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- #boat
- #facepunch
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- 183 comments
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- #boat
- #facepunch
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According to the console, the version number is: "WaterPatrol" (1.0.6) by KpucTaJl (1.28s) - WaterPatrol.cs I do have multiple presets. I'd reset my config to see if that fixed the performance issue and it looks like I created another issue while trying to troubleshoot the first. I am working to fix this now. Thanks. Re: the config and presets, is it possible to: add an overall range for patrol boat spawns (similar to how ZombieHorde works) to prevent the map from being overtaken by Water Patrols, and add the ability to NAME preset tiers to make them easier to track, and add the ability to set each patrol preset tier to be a % of that total Another option is to add something similar to CustomHelicopterTiers (v2.x) where you have the ability to set the following in addition to the minimum and maximum number of spawned instances: "Spawn Chance (Default = 100)": 25.0, I want to have multiple levels of difficulty re: the boats, but having the math work out can be overwhelming and I have to set levels based on the "worst possible scenario today" (maximum boats I want at one time across presets) to make it work.
- 183 comments
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- #boat
- #facepunch
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- 183 comments
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- #boat
- #facepunch
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- 183 comments
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- #boat
- #facepunch
- (and 15 more)