ARK: Survival Evolved

ARK: Survival Evolved

Offline Guard System [DISCONTINUED]
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Update: 4 Jun, 2018 @ 9:05am

V2.2

- Fixed possible server crash on startup
- Fixed that the visual shield for the timebased RP didnt matched with the actual size

Update: 31 May, 2018 @ 9:54am

V2.1

- Added new option
-> DecayTime=120

Update: 30 May, 2018 @ 9:57am

V2.0

- My own logic behind the scenes
- New Mesh for the Guard System
- New Material for the Shield
- GUS.ini OR ingame UI for admins on the Guard System
- Opacity adjustable for the shield
- Warning message for tribe members if someone enters the theoretically shieldrange (as option for every OGS but needs to be enabled by admin setting)
- Radial menue to toggle activation of turrets in shield range
- logging into tribelog
- Option whether turrets deactivate with shield activation or not
- Decay timer (stone)
- Debug commands if something went wrong (better save than sorry)
-> cheat ScriptCommand OGS DebugStructures
-> cheat ScriptCommand OGS DebugDinos

EXPERIMENTAL

- Time Based Raidprotection
- Protected tribe get protection although they are online
- Turrets turn off (if ini is set to) but can be activated
-> either via Admin UI or via console command
-> cheat ScriptCommand OGS RaidProtection tribename 2 (time in hours)
-> cheat ScriptCommand OGS Raidprotection ALLTRIBES 2 (time in hours)

Update: 16 May, 2018 @ 1:16pm

V1.2

- fixed turret online/offline detection after restart

Update: 13 May, 2018 @ 6:54am

V1.19

- Improved online/offline detection

Update: 12 May, 2018 @ 10:02am

V1.18

- Improved online detection

Update: 12 May, 2018 @ 2:30am

V1.17

- Improved online detection

Update: 11 May, 2018 @ 7:26am

V1.16

- REMOVED inventory locking. caused to much errors.
> DEBUG radial still should unlock everything and will be there until next update

Update: 11 May, 2018 @ 2:42am

V1.15

- fixed inventory lock if you enter an enemy shield with dino
- code change for deactivation logic

Update: 10 May, 2018 @ 10:07am

V1.14

- fixed turret does not activate (turrets have to be activated the first time again)
- added "DEBUG" radial menue to simulate a deactivation and fix not accessable inventories