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Swedish Chef

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Everything posted by Swedish Chef

  1. Swedish Chef

    "Minimum road width"

    this should read "Minimum road length"
  2. Hi, i was just updating new train names in the config for this setting "Despawn vehicle if it collides with next prefabs": [ "trainwagona.entity", "trainwagonb.entity", "trainwagonc.entity", "trainwagond.entity", "trainwagone.entity" ], i noticed the car despawns, but the driver and engine parts are not despawned. i would like to despawn the train too please, so it stops the problem for other cars. the train shouldnt be there, someone put it there to do this
  3. deleted, sorry i should have put in support
  4. the heart is meant as thankou for always answering questions .. i dont mind that there isnt the higher level ' best practices, usage examples, etc tutorials.. i would definitely read/watch all of them, but im glad they dont exist. i think its good if everyone figures different stuff out.
  5. yes please (also delete on plugin reload)
  6. its been a while.. so i dont know exacts.. but i had RoadBradleys on the monument roads and convoy on the ring road. they had nothing to do with each other and worked fine that way.. no idea what happens on the same road tho
  7. sorry forgot to use discord, will do
  8. no? mine doesnt, i can shoot the driver, he dies/falls, and the car rolls to a stop. thats cool. im saying i would like the engine parts to stay in the car, so the player can use them. heres my config with "Destroy engine parts after driver death?": false, you can see if any car is destroyed by rocket or o.reload , the engine parts are left on the road. i dont like that, so i must use "Destroy engine parts after driver death?": true but then if a player shoots out the driver, the car stops, but the engine parts are gone i could get a video as well if you like TrafficDrivers.json
  9. btw, i think anyone who has this plugin should consider getting rid of the electrical boxes on the side of the road. This reduced the amount of cars getting hung up. those boxes were by far #1 offender.. theres a link in my post above. its easy. sometimes a roadsign or barrel gets in the road and a car will spend time reversing and hitting it but these are destructible items and the car will survive. electrical boxes are part of the map and indestructible, so the cars just die against it or despawn.
  10. This is the setting i was getting confused over.. "Destroy engine parts after driver death?": false, i set to true and no bags left, nice. i never thought about this setting because i didnt care if the drivers alive or not. i just cared if the car is alive or not. lol i would like the best of both worlds.. i would like to kill the driver and the car still has parts, but if the car is destroyed, i dont want engine parts left on the road. is that possible?
  11. Hi, thanks for the reply, ive solved my issue, the little boxes i was talking about are the Electrical Boxes that are part of the map (attached screenshot of them from rustedit). the boxes are very close to the side of the road, so often a car would hit the box, then sit there reversing then driving into it, then reversing, then driving into it, until the car manages to drive past it (not very often) or the car despawns. i solved my issue by blacklisting the boxes so they are not generated in the first place. https://wiki.facepunch.com/rust/procedural_generation_customization (anyone msg me how if youre having trouble, i only blacklisted electrical_box_ not the powerlines like in the example) ... removed this text because i found out why lootbags of engine parts were left on the road...
  12. hi, im having some of my drivers hit the little boxes on the side of the road. i was wondering what the setting "Offset from the road edge" is , and if that would keep drivers more in the center of the road? would i make it higher or lower?
  13. i think nivex is saying mounts will get ejected (if option is true) regardless of having an owner. you will have to avoid accidentally spawning a base there.
  14. if it could apply to the skin chosen from Imported Workshop Skins, that would be good thanks. im not using the Preset list
  15. warm fuzzies, thanks
  16. it seems using the Preset Door Skins makes the deployable(door) skin come from that list, instead of the Imported Workshop Skin list. but doesnt force any skin to be used for other doors? im wanting eg. all single sheet doors to be one skin, garage doors to be one skin.. so using the Preset Door Skins just lets you use a different list of skins for the doors, rather than the list of skins used for loot items. is there another option im missing, that forces the skin to be used on other deployed doors?
  17. Hi Nivex, is there any plan on having a "Force All Doors To Have Same Skin" option? like the boxes one. haven't really rusted for a bit.. and was looking at workshop door skins, some are so good. i think it would help give a uniformity to the base, and also help differentiate from the other bases if they're not all just mixed doors. cheers
  18. you might need to give us your config to answer that
  19. Does the width actuality mean length? Im just remembering maybe is wrong? You saying 3000 makes me think it must be length. Can you correct this please. I would have used this instead of making this ticket.
  20. sure i just seen the [Minimum road width] and realised i could probably just use that.. how do i tell what width the roads are? TrafficDrivers.json
  21. i would like TrafficDrivers to be limited to the Ring Road only. They work really well when on the open road, they dont have to stop or turn around.. they just keep driving. TrafficDrivers arent good at other roads where they have to turn around at the end. They get stuck a lot, on bus stops, trees, power boxes, walls etc.. no good if they have loot. (on my map, i have convoy on all other roads, that works because it doesnt turn around.. it just flips reverse and carries on)
  22. this is a 4000 map, im not sure what the minumum size is for the Ring Road to appear. its supposed to be 3000 but ive tried a few and none appeared. the Ring Road is a separate road from the rest. https://www.rustafied.com/updates/2020/2/6/ring-road-ho its a singular continous large ring road that circles the island. its larger/thicker than the other roads on the map. heres the whole island, all roads that join the Ring Road are thinner on the map the Ring Road has painted lines on the road other roads join onto the ring road. a couple months ago, i used to be able to limit TrafficDrivers to 'road[0]' that would limit them to the ring road. but it doesnt work anymore, im not sure what the change was.. but it was always road[0] i imagine on a small map, road[0] could be anywhere.. but if you are using a large map, then an option to limit to road[0] would be awesome
  23. Ok ill get a screenshot tonight when im home. Its the large thicker circle road that only appears on large maps, like on 4500 maps It is a ring that other roads join on to. I think its always road[0].
  24. because they are different roads. you are wanting convoy to change roads as it meets a different road.
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