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Kobani

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Everything posted by Kobani

  1. Would it be possible to add an option to manually adjust its position, for example via the config? This would allow setting custom values depending on the door type. For the Garage Door, values like the following would work well: -0.25f, 2.96f, 1.26f This way, the door closer would be visible to players and could also be picked up again.
  2. Thanks Right, I meant the door closer. Sorry
  3. @Scalbox The lock is in the way on the new hatches.
  4. If I add the following hook to your plugin, teleports from the TeleportGUI plugin are correctly detected and the zone status display is removed when a player teleports out of a monument zone. It works, but I’m not sure if this is the best way to implement it, since I don’t have much experience. You’re the expert. I would really appreciate it if you could add this to your plugin. Thank you very much! private void OnPlayerSleepEnded(BasePlayer player) { if (player == null || !player.IsConnected) return; NextTick(() => { if (player == null || !player.IsConnected) return; foreach (var watcher in _monumentsList.Values) { if (watcher.PlayersList.Contains(player)) { if (!watcher.IsInBounds(player.transform.position)) { watcher.OnPlayerExit(player, "Teleport"); } } } }); }
  5. @IIIaKa Hi, just a quick follow-up regarding the OnPlayerSleepEnded idea. Would it be okay for you if I tried to test this approach directly in your plugin to see if it works in this case? Of course only with your permission. I know you’re probably busy, so no rush. I just wanted to ask before trying anything on my side.
  6. Yes, I’m already familiar with that. Sometimes he replies quickly at first, but then stops responding altogether. However, I might have a possible workaround. ZoneManager detects teleports by using the OnPlayerSleepEnded hook. When a player teleports with TeleportGUI, the player briefly enters a sleeping state and then wakes up again after the teleport. This wake-up triggers OnPlayerSleepEnded, which allows the teleport to be detected. ZoneManager appears to use this behavior to recognize when a player has teleported. Maybe this approach could help here.
  7. Hello. I have already asked the author of the TeleportGUI plugin about this. However, since you are more familiar with the plugin, it would be great if you could also request it. If there are any follow-up questions, direct contact between you and the author might be easier and faster to clarify the details. Many Thanks
  8. Kobani

    Zone Status

    @IIIaKa When entering a zone, a “1” briefly appears on the banner for a short moment. The banner itself is fine, but the number looks confusing and unnecessary. Is there any way to prevent this “1” from being shown when entering a zone?
  9. Great update – finally no more broken boxes. However, one small thing is still missing. It would be very helpful if there were an option to disable the chat messages, as they can quickly fill up the chat. I think one of the two notifications (either Chat or Toast) would be completely sufficient. Thank you in advance.
  10. When the bottom box of a stacked box setup is reskinned, the boxes stacked on top automatically receive the same skin as well. This seems to happen because the skin change propagates to the entire stack. Could you prevent this behavior so that only the box that is actually reskinned changes its skin, while the other boxes in the stack keep their current skins?
  11. @IIIaKa Players have reported that the monument indicator on the right side of the screen disappears correctly when leaving the monument normally. However, if a player teleports out of the monument zone, the indicator remains visible instead of disappearing. I use TeleportGUI from k1lly0u
  12. When will the problem with the train stations be resolved? Will there be an update with solutions for the remaining support tickets?
  13. @BlackLightning Players report, and I was able to reproduce it as well, that helicopters with floaties do not come to rest and keep moving repeatedly. Can they fix that? https://kobani.de/heli001.mp4
  14. @Scalbox Players have reported — and I was able to reproduce it as well — that stacked boxes are destroyed when one of them is reskinned to one of the new DLC skins. From my testing, it seems to happen most often when the bottom box in the stack is reskinned.
  15. It's loading, but nothing happens. No zones are displayed on the map!
  16. Could you add the new DLC boxes?
  17. Thanks, I tested your config. The timer works now and DeepSea stays open. Unfortunately, the loot still isn’t respawning. Only the NPCs are.
  18. Could someone please share an example config? I just can’t get it to work so that the DeepSea stays permanently open and the loot keeps respawning. It would be great if someone could share a working configuration.
  19. I’d like to see it beforehand to test it. Is there a server where I can try it?
  20. Kobani

    Stacking barrels /nodes

    I think I may have expressed myself poorly before – I was able to reproduce it specifically in AlwaysOpen mode. Here is how I configured it for testing: "Enforce Interval Seconds (0 = only on startup)": 5.0, "Schedule": { "Mode (Vanilla | AlwaysOpen | Disabled)": "AlwaysOpen", "Open Time Seconds (vanilla wipeDuration)": 1900.0, "Cooldown Seconds (time until next opening after closing)": 1860.0, "Final Phase Seconds (used for end weather/ramp)": 1800.0, "Radiation Warning Phase Seconds (entry blocked when time left is below this)": 300.0, "AlwaysOpen - Keep Time Left Around Seconds": 9999999.0, "AlwaysOpen - Refill When Below Seconds": 0.0, "Disabled - Push Next Opening To Seconds": 9999999.0, "Set DeepSea Enabled Flag (restart may be required)": false, "DeepSea Enabled": true With this configuration, I let DeepSea run normally in AlwaysOpen mode and then restarted the server while it was still active. After the restart, the existing NPCs, nodes, and loot remained — but the spawn system appeared to start again on top of the already existing entities. What was particularly noticeable: The docks and cannons were also duplicated. The old ones were still there, and new ones were added in different positions. If I repeat the restart, the stacking issue becomes worse each time. Loot crates inside loot crates inside loot crates. At first it looks like there is only one NPC — but when you get close… after restarting the server 10 times, it becomes quite scary It seems to occur specifically when AlwaysOpen is active during a restart. Also important: I made sure to run server.save before restarting (especially if restarting within 5 minutes)… but who am I kidding Maybe this helps narrow down the issue a bit further. Thanks again for all the great work you’re doing — I really hope you’ll find a solution soon!
  21. Kobani

    Stacking barrels /nodes

    @Bad Cop I think I found a possible cause of the spawn rate issue, because I can reproduce it consistently. Steps to reproduce: Set DeepSea to stay open (no close cycle). Let it run normally. Restart the server while DeepSea is still active. After the restart: • Existing NPCs, nodes and loot remain • Spawn activity increases on top of the existing entities • NPC numbers grow • Nodes and barrels begin stacking If I restart again, the problem becomes even worse. It seems that after a restart: • DeepSea entities are loaded from save • The spawn system initializes again • Spawn timers or spawn groups start running again without checking existing spawned entities This results in effectively stacked spawn rates after each restart. Hope this helps.
  22. Kobani

    Critical Ship Removal Bug

    @Mevent There is an issue with the Naval Update. When the ship is completely removed using the remove function, a persistent bug occurs (see video). There is an issue related to the Naval Update. When the ship is completely removed using the remove function, a persistent bug occurs (see attached video). Building parts are not supposed to be removable when the ship is not in build mode. This is likely the underlying cause of the issue. Could you please investigate this and resolve it as soon as possible? https://kobani.de/BuldToolsRemove.mp4
  23. Hi, would it be possible to add two additional configuration options to your plugin? - A maximum number of foundations allowed in the Deep Sea (for example per player) - An upgrade limit for building parts, e.g. allowing upgrades only up to wood This would be a great addition especially for PvE servers, since the Deep Sea islands are quite small. Thank you!

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