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| Author: | Julien [ Mon Jul 15, 2013 11:35 am ] | 
| Post subject: | Infostands and concrete walls? | 
| Should these work by now?? I keep inputting the right code (pressing hashtag as to enter it), but it doesnt lower my concrete walls.. Am i doing something wrong? | |
| Author: | Seaweed [ Mon Jul 15, 2013 1:40 pm ] | 
| Post subject: | Re: Infostands and concrete walls? | 
| No you aren't I think they currently only work before restarts, otherwise you need to rebuild your infostand for the code to work. They aren't useful currently. I've been working on this bug and a couple of other basebuilding ones for the last week. I will update the changelog when they are resolved. It's looking like we will have to go back to 8 digit codes at the moment... | |
| Author: | Julien [ Mon Jul 15, 2013 4:53 pm ] | 
| Post subject: | Re: Infostands and concrete walls? | 
| i'm not sure if i'm understanding you correctly, but i placed them and the server did not restart but the concrete walls still did not lower?! there was no restart involved.. am i getting something wrong here? oh and btw if it plays any role when i did try to activate it , it said something along the lines of: keycode: 3719(as an example) input keycode: 3719 basically saying that it was the correct code.. I'm wondering, if i input a different code, will it still show me the correct one?! that'd be a gamebreaking bug! might test that later, cause i think that did happen to me on a container that luca built. (or is removing via keycodes not working at all) On a related note without wanting to start a new thread: cars have that bug where they appear to be damaged( everything's red) but the parts are undamaged and you can even remove them! | |
| Author: | Seaweed [ Tue Jul 16, 2013 8:36 am ] | 
| Post subject: | Re: Infostands and concrete walls? | 
| Julien wrote: i'm not sure if i'm understanding you correctly, but i placed them and the server did not restart but the concrete walls still did not lower?! there was no restart involved.. am i getting something wrong here? oh and btw if it plays any role when i did try to activate it , it said something along the lines of: keycode: 3719(as an example) input keycode: 3719 basically saying that it was the correct code.. I'm wondering, if i input a different code, will it still show me the correct one?! that'd be a gamebreaking bug! might test that later, cause i think that did happen to me on a container that luca built. (or is removing via keycodes not working at all) On a related note without wanting to start a new thread: cars have that bug where they appear to be damaged( everything's red) but the parts are undamaged and you can even remove them! Like I said keypanels don't work properly, I'm probably going to have to remove the code for them all together and the code for 4 digit ID's. Basebuilding is causing a large number of bugs right now, like the one you see with vehicles. I have been trying to fix these for the last week. I really want to just disable the mod, it is way more trouble than its worth   | |
| Author: | redeagle [ Thu Nov 07, 2013 3:04 pm ] | 
| Post subject: | Re: Infostands and concrete walls? | 
| Are the code panel bugs resolved by now? Because if they are not I wonder if building a base is actually worth the trouble... | |
| Author: | Seaweed [ Thu Nov 07, 2013 3:10 pm ] | 
| Post subject: | Re: Infostands and concrete walls? | 
| The only bug is that the code messaged to you by the game after you build a panel is not correct. If you build infopanels let me know on teamspeak and I will give you the correct codes for them. This will remain the situation until I finish the last few bits of testing on the new basebuilding plugin. | |
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