• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
« Previous 1 … 199 200 201 202 203 … 547 Next »
Player Bases - Shields, Explosions and Status

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (3): 1 2 3 Next »
Player Bases - Shields, Explosions and Status
Offline Cannon
04-08-2012, 08:35 AM, (This post was last modified: 04-08-2012, 08:48 AM by Cannon.)
#1
Ex-server monkey
Posts: 4,530
Threads: 1,161
Joined: Mar 2008

I have made a number of updates to player base functionality.

1. Shields are not on all of the time. They will activate automatically if the base is attacked and the base has sufficient fuel. They must be deactivated manually (or at the moment by a server restart). You can check the status and turn on or off the shields using the /base shieldmod command. To turn off shields login as a base administrator and type /base shieldmod off.

2. A bug that caused bases to die if they were spammed with certain types of weapons when they base had plenty of health has been fixed.

3. The status of all of the bases on the server can be checked here. http://discoverygc.com/server/base_status.html. If the shield is on then a "On" will be displayed in the Shield column. The money is the number of credits the base has. I'm considering what to do with status and the current page is a temporary measure.

Proud member of "the most paranoid group of people in the community"
Old Avatar #2 | Old Avatar #3



Reply  
Offline Charos
04-08-2012, 08:40 AM, (This post was last modified: 04-08-2012, 08:43 AM by Charos.)
#2
Member
Posts: 1,583
Threads: 134
Joined: Nov 2010

Awesomesauce.

Anything about fixing the jumpdrive factory issue?
Reply  
Offline Veygaar
04-08-2012, 08:43 AM,
#3
Member
Posts: 4,212
Threads: 158
Joined: Jan 2011

' Wrote:They must be deactivated manually (or at the moment by a server restart).
Does this mean at every server restart everyone's base will be vulnerable till they "/base shieldmod on" again?!?!

Veygaar for Admin Moderator 2013!!!
[Image: tumblr_mhigevrWmO1qh09nho1_500.gif]
Reply  
Offline Cannon
04-08-2012, 08:47 AM,
#4
Ex-server monkey
Posts: 4,530
Threads: 1,161
Joined: Mar 2008

"They will activate if the base is attacked and the base has sufficient fuel. "

Proud member of "the most paranoid group of people in the community"
Old Avatar #2 | Old Avatar #3



Reply  
Offline JayDee Kasane
04-08-2012, 08:51 AM,
#5
Member
Posts: 2,023
Threads: 51
Joined: Apr 2011

what if base were built near some faction base or in guard zone and it have shields already. any chance to destroy a base via Admin or faction need to blow up any Fuel transports and camp base untill it dies?

[Image: 6FadQ6bTk_g.jpg]
Reply  
Offline Kuduka
04-08-2012, 08:52 AM,
#6
Member
Posts: 74
Threads: 9
Joined: Aug 2009

Good stuff man, Cannon FTW, by the way what about a base blowing up on its own, disappearing and reappearing 10 m higher , couple of minutes ago, and when you undock from the station, you are 130k away ?

[Image: zuLdPjr.png]

Reply  
Offline Aurigae
04-08-2012, 08:52 AM,
#7
Member
Posts: 431
Threads: 32
Joined: May 2008

' Wrote:I have made a number of updates to player base functionality.

1. Shields are not on all of the time. They will activate automatically if the base is attacked and the base has sufficient fuel.

I love you.

Discovery's Resident Lagnom
[Image: 2rw7ya9.gif]
Reply  
Camtheman
04-08-2012, 09:00 AM,
#8
Unregistered
 

Very cool.

Less of an annoying grind for people that have stations.

Thanks, Cannon.
Reply  
Offline Death.RunningVerminator
04-08-2012, 09:01 AM,
#9
Member
Posts: 4,308
Threads: 143
Joined: Nov 2008

Cannon do you mind if I start a cult (The Cannonites) based off/around you?
Reply  
Offline Junes
04-08-2012, 09:09 AM,
#10
Member
Posts: 929
Threads: 32
Joined: Aug 2010

I see my base has blown up already, sigh. Time to start a new project then.

Oh and thankee for updates. :>
  Reply  
Pages (3): 1 2 3 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2026 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode