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Everything posted by FandangoChristmas
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- 28 comments
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- #vehicle
- #vehicles
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(and 64 more)
Tagged with:
- #vehicle
- #vehicles
- #helicopter
- #helicopters
- #heli
- #helis
- #copter
- #copters
- #attack helicopter
- #attack heli
- #attack
- #minicopter
- #mini copter
- #mini
- #scrap transport helicopter
- #transport
- #transport helicopter
- #scrap heli
- #boat
- #boats
- #row boat
- #rowboat
- #row
- #rhib
- #tugboat
- #tug boat
- #tug
- #sled
- #snowmobile
- #snow mobile
- #snow
- #tomaha
- #hot air balloon
- #balloon
- #hab
- #ridable horse
- #horse
- #horses
- #submarine
- #submarines
- #solo submarine
- #duo submarine
- #chinook
- #ch47
- #sedan
- #car
- #cars
- #modular car
- #modular cars
- #magnet crane
- #crane
- #cranes
- #train
- #trains
- #cart
- #carts
- #workcart
- #work cart
- #above ground workcart
- #locomotive
- #mymini
- #bike
- #trike
- #motorbike
- #motor bike
- #sidecar
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Good day, I have been testing these new FP events that were added. I changed the airdrop to use my FancyDrop command, and that works well. However the CargoShip event and CH47 events seem buggy. When the cargoship event starts, it will start on land, and be clipping through the map as it goes towards water sometimes. Sometimes the NPC are floating in the air above the ship, and or the ship is missing cargo containers. The CH47 event appears on my map when it starts, but when I arrive there, there is a Tugboat in its place, and it makes me glitch out on the map and teleport to a random map spot automatically, then I cannot move until I log out and back into the game. EDIT: I just looked into this command, and I found this command I will try in its place instead. "spawn ch47scientists.entity"
- 202 comments
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- 1
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- #eventmanager
- #manager
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(and 5 more)
Tagged with:
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event panel not turning off after heavy ship event
FandangoChristmas replied to FandangoChristmas's Support Request in Support
Thank you MeinRust! -
- 202 comments
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- 1
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- #eventmanager
- #manager
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(and 5 more)
Tagged with:
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- 202 comments
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- #eventmanager
- #manager
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(and 5 more)
Tagged with:
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event panel not turning off after heavy ship event
FandangoChristmas replied to FandangoChristmas's Support Request in Support
Appreciated, and If its to much a hassle don't worry, it was just something that I noticed. Thank you for the work on this free plugin. -
event panel not turning off after heavy ship event
FandangoChristmas replied to FandangoChristmas's Support Request in Support
Thank you for checking it out, and most importantly thank you for this plugin. I just started to use it, and it was the only one that was causing issue out of all the magic panel event ones you have made. The only other issue I saw, is that it made the regular cargoship icon light up as well, bit that is not to much of a bother. -
event panel not turning off after heavy ship event
FandangoChristmas replied to FandangoChristmas's Support Request in Support
I tested this plugin with regular cargo event panel removed, as I thought it could of been interfering with this panel not de-activating after event is over, but this panel still stays lit after the heavy cargo event is over. The only way to make the panel not lit anymore it to start the event via command /HeavyCargoStart , then end event with /HeavyCargoStop right away. -
event panel not turning off after heavy ship event
FandangoChristmas posted A Support Request in Support
Good day, Im just reporting that once this event runs, it makes regular cargoship and this heavy event panels to light up. Once the event is over the Heavy Cargo Ship event panel stays lit green, and the cargoship event panel turns off. I asked the creator of Magic Panel this question, and he replied, "MJSU: There doesn't seem to be any way for the plugin to detect it. You would need to ask them to add a hook like the following below: bool IsHeavyCargoShip(CargoShip cargo)". -
- 570 comments
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- 1
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- #hud
- #interface
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(and 6 more)
Tagged with:
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- 87 comments
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- 1
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- #hud
- #panel
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(and 31 more)
Tagged with:
- #hud
- #panel
- #info
- #infopanel
- #menu
- #gui
- #info hud
- #custom hud
- #server stats
- #server info
- #server panels
- #magic panel
- #rust hud
- #server hud
- #customization options
- #beatiful hud
- #rust hud plugin
- #info panel
- #information
- #events
- #hyd
- #gaming hud design
- #rust user interface
- #hud elements in rust
- #custom rust hud
- #enhanced hud for rust
- #rust interface customization
- #hud events
- #hud info
- #hud panel
- #infopanel mevent
- #hud mevent
- #info panel mevent
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Any of them really. If players wanted to move them from the areas I have put them by default, then they could customize their placements. I know cooking plugin has a neat future like this where you can edit, and move icons with arrows that appear on screen while editing that you can click to move the icon. It's just a suggestion I thought would be cool after a few players mentioned they didn't like where icons were placed.
- 87 comments
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- #hud
- #panel
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(and 31 more)
Tagged with:
- #hud
- #panel
- #info
- #infopanel
- #menu
- #gui
- #info hud
- #custom hud
- #server stats
- #server info
- #server panels
- #magic panel
- #rust hud
- #server hud
- #customization options
- #beatiful hud
- #rust hud plugin
- #info panel
- #information
- #events
- #hyd
- #gaming hud design
- #rust user interface
- #hud elements in rust
- #custom rust hud
- #enhanced hud for rust
- #rust interface customization
- #hud events
- #hud info
- #hud panel
- #infopanel mevent
- #hud mevent
- #info panel mevent
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I tried it again, and its still sinking. The only way I can get it to work , is by setting my decay to at least 60 minutes on the boats, and it lasts as long as the event.
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I tried it with that setting, and it is still sinking. I will start over again and try.
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I will try that now, thank you
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If it was working fine for you, and this was my issue, I'm pretty sure that is what could be conflicting with it. Thank you for taking the time , and this is great news to hear it could be tweaked to disable decay until the event is done.
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If Facepunch provided a way to control the population of them, and I could turn them off, I would just do that.
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I added it back on, and spawned a couple, first 2 by the time i could get there were under water, and the last one, a player made it there right away in his heli, and witnessed it start sinking. So it started afloat, then it sank after around 1 minute or so. Could this have anything to do with me having my server set for wild ones with "tugboat.tugdecayminutes 1", "tugboat.tugdecaystartdelayminutes 1", "tugboat.tugcorpseseconds 900" ??. I have it set like this because we dont want players using wild ones, and to only buy vehicles through vehicle license. Those bought vehicles have nodecay in the settings.
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I will add it back on and spawn one by command and try and fly to it fast.
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After todays update, the tugboats are still underwater. Removed the plugin again for now, as it just has never worked each try.
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Good to hear your working on that issue! Thanks!