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Everything posted by Valhalla_has_beer
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OK. Hopefully this evening all goes poof. Thanks again.
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I was definately using the CF version and it was a fresh download. I see you found the issue. I'll load it and play some more. thank you for the fix. Question on the inactive player check though. When does the check start or how often does it check? Does it start at midnight or just run at certain intervals to check and start the timer from there? I have a test running on my test server for 1 day to test it and that mark passed last evening. I see nothing happening on the bases built by my partner. She came on and built several 1x1 with and without TC and logged off. Other than the twig with no TC, the others are all still standing. (I had her put a set amount of resources in each of the TC's so we knew the starting point.
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@RFC1920 Someone gave me an idea to get twig decay working properly. As of now, if a player puts wood in a TC, normal decay.tick will remove wood as needed to maintain twig until it's gone and then the twig structure will decay. If you see my 1st question, it seems the block to keep wood from the TC isn't working so if a player loads their TC with wood, it will be days before the decay starts. What if you put in an inactive player check (Player inactive for x hours) and if it return as inactive, it will remove all wood from the TC? In this instance, non-twig players can still use their TC for storage, but inactive players will simply have their wood removed to start the twig decay.
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I have tried the "block cupboard resources true and false" and the "block cupboard wood true and false" Regardless of what settings I use, the TC will still take wood. Like a lot of others, I am trying to set up twig to decay but nothing else. Loving the plugin so far but just this 1 issue. So far I have any foundation with no TC decaying...perfect. Any foundation with a TC above twig no decay...perfect. All vehicles including mini, scrappy, horse, solo and duo subs, all mod cars no decay on TC....perfect. The only issue is the twig. If I put wood in the TC, I have to wait for the TC to use the wood. See the first section. Any suggestions? Can I only place wood in the TC because I am admin/owner? I have played with my server decay.tick so it uses resources quicker but am still a little stuck.
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If players spawn inside the UFO, and there's no doors, and the UFO is in the air,, How do the players get out of the UFO? @CAPS
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Vehicle supply signals are not vehicles
Valhalla_has_beer replied to Valhalla_has_beer's Support Request in Support
@Death Nothing. Please issue the refund or credit for these 2 plugins. Thank you good sir. ($40 total) -
Vehicle supply signals are not vehicles
Valhalla_has_beer replied to Valhalla_has_beer's Support Request in Support
@Death I know you're busy with wipe tomorrow, but I never got a resolution on this. Can you please put it on your list? Thank you. -
Vehicle supply signals are not vehicles
Valhalla_has_beer replied to Valhalla_has_beer's Support Request in Support
@Steenamaroo ? -
lootguard blocking scientist looting
Valhalla_has_beer replied to Valhalla_has_beer's Support Request in Support
We installed SleeperGuard and unloaded TeamLoot. They were similar but sleeper much more configurable and much better perms. problem solved. Thank you for looking into it for us. -
lootguard blocking scientist looting
Valhalla_has_beer replied to Valhalla_has_beer's Support Request in Support
I haven't forgotten. I'm loading plugins on my test server to try and find the offender. It was a busy day IRL. sorry. It looks to be TeamLoot by synvy is the culprit. (UMod) @NubbbZ -
lootguard blocking scientist looting
Valhalla_has_beer replied to Valhalla_has_beer's Support Request in Support
I haven't forgotten. I'm loading plugins on my test server to try and find the offender. It was a busy day IRL. sorry. @NubbbZ -
lootguard blocking scientist looting
Valhalla_has_beer replied to Valhalla_has_beer's Support Request in Support
I do have a few other plugins involving NPC's. I'll work on a list, but I only had a few plugins loaded on the test server with the same result and most of them were just admin type stuff. I'll try to duplicate the issue on my test server tomorrow. So I can test better. -
lootguard blocking scientist looting
Valhalla_has_beer replied to Valhalla_has_beer's Support Request in Support
NPC's all work. The problem is when you kill them, you have to chop them up to get their loot. This is all NPC's. Scientists, tunnel dwellers, zombies. I just can't figure out what to put for the exception. When I unloaded the plugin on my test server you can loot them as soon as you kill them. If the plugin is loaded, you have to chop them up first. I was thinking there may be an NPC storage container? I sent you the pic of the config so you can see what I've tries already. I'm really puzzled by this. The first few with the workbenches and the new lanterns work fine. Just not NPC's -
Vehicle supply signals are not vehicles
Valhalla_has_beer replied to Valhalla_has_beer's Support Request in Support
@Death When you gat a chance, please just do a refund for ExplosiveBox and Dropvehicles. I don't see this going anywhere. Thank you. It should be $40 total. I've unloaded every plugin except for these 2 and the issue persists. It's a shame to as we really like the concept but between the skinned supply signals not falling as the advertised vehicles and the Karen issue (see above pic), well. No. lol -
@NubbbZ I had contacted you a few weeks and the issue of exceptions for static deployables was fixed. (i.e. other players couldn't open workbenches, mailboxes) I still have another issue. When players shoot a scientist, they have to chop up the body to get the bag. I used DebugInfo for the other items but I can't seem to find a fix for the scientists/NPC's. I'll attach a list of what we already tried. Perhaps you can find a solution? I unloaded all plugins except LootGuard to eliminate the chance its a different plugin.
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Vehicle supply signals are not vehicles
Valhalla_has_beer replied to Valhalla_has_beer's Support Request in Support
I unloaded every plugin with the exception of ExplosiveBox and DropVehicles. (I only kept ExplosiveBox to get the skinned supply signal for DropVehicles). Still when I throw the supply signal (this time for the scrap heli), it comes down as a regular lootable supply drop. It can only be one of the 2 plugins causing the issue with the skinned supply signals, but this is not the only issue with these 2 plugins. As I already stated, when I shot down the attack heli, at least 30 crates fell. I have seen multiple attack helis spawn at the same time. I would like a refund. I have tried to not complain about this, but I feel this isn't getting fixed. -
Vehicle supply signals are not vehicles
Valhalla_has_beer replied to Valhalla_has_beer's Support Request in Support
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Vehicle supply signals are not vehicles
Valhalla_has_beer replied to Valhalla_has_beer's Support Request in Support
I'm pretty sure I've already tried that, but I'll try again tomorrow. An IRL storm has me busy today. 2 nights so I shot down the attack heli guarding the crate and probably 30 ministry created fell at once. When I looked the explosive box, the supply signal skinned for the mini was there. It wouldn't let me throw it still. I will work with it again tomorrow. -
On server reload, the crate only spawned at 1 location with only 1 attack heli. I will update if the issue happens again.
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We have the plugin running along with the ExplodingBox plugin. The vehicle supply drops for a rhib, minicopter, etc only fall as a regular supply drop though. I even tried to give a RHIB signal to myself and it also fell as a regular supply signal.
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nice!
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I used the debuginfo and it worked great. Here's the attached if you want to make these default. As we are PVE, alot of times players will put their benches/tables outside for public use. We tested back and forth and this list allowed the benches, tables, mailbox, dropbox.
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It's Rust Kits from k1lly0u from UMod. On looking at the umod page, it looks to be the same UI I'm seeing so I'm not sure I'm even using JuanTime even though it's loaded. I didn't see this until I looked to answer your question.
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Is there a config for the number of places the crates will spawn on event? I don't see one. I was hoping to have a select number to spawn. Please could you add in a line to randomly select a number of crates to spawn from the available locations? ie: if you config for 2, even with all monuments true, it will only spawn at 2 of them randomly. I don't think my server can handle 7 attack helis at once. lol We had all locations set to true and when the first crate was looted, 7 helis came to 1 location at the same time.