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Swedish Chef

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  1. hi @walkinrey, how are you going with this issue? id really like this behavior to change too. this behavior is the reason i blacklisted all the little electrical boxes on the side of the road, most of the time a car will keep driving into something until it dies or despawns. if the car turned towards the road a little, it would be a huge win
  2. Swedish Chef

    NRE

    jeez i just noticed this is still open.. servers long gone.. please close this, thanks
  3. Hi David Depending which template im using after closing the panel, the player cannot walk, until you click a mousebutton (to get focus window maybe, feels like) the default config and template2 do this, template3 and 4 do not, they are fine. i havent used WelcomePanel for a while, i noticed it was like this in the old version i think. but i see its still like this, is it something i can fix? can reproduce with default install edit: beautiful panel btw..
  4. thanks. i just wiped server and seen its happening again. my config json is attached if it helps TrafficDrivers.json
  5. Swedish Chef

    "Minimum road width"

    this should read "Minimum road length"
  6. 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
  7. deleted, sorry i should have put in support
  8. 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.
  9. yes please (also delete on plugin reload)
  10. 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
  11. 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
  12. 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.
  13. 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?
  14. 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...
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