DarkXero Posted December 12, 2016 Share Posted December 12, 2016 1 minute ago, eymih said: and still 24000 That means the override didn't apply. Do TheWorld.topology.overrides.disease_delay = "none" and then restart the server. Then check again the values. Link to comment Share on other sites More sharing options...
eymih Posted December 12, 2016 Share Posted December 12, 2016 9 minutes ago, DarkXero said: That means the override didn't apply. Do TheWorld.topology.overrides.disease_delay = "none" and then restart the server. Then check again the values. 0 \o/ I think now it's working. Sorry for that ): and thank you. Link to comment Share on other sites More sharing options...
Kaio17 Posted December 13, 2016 Author Share Posted December 13, 2016 I dont know what we are doing wrong but.. Link to comment Share on other sites More sharing options...
DarkXero Posted December 13, 2016 Share Posted December 13, 2016 9 minutes ago, Kaio17 said: I dont know what we are doing wrong That's because the disease popped and started spreading. The delay set to 0 prevents the disease from initially appearing. Removing it once it starts spreading is a bit more complex. I'm looking into it. Once you cleanse this wave of disease, it won't come back. Link to comment Share on other sites More sharing options...
Kaio17 Posted December 13, 2016 Author Share Posted December 13, 2016 Just now, DarkXero said: That's because the disease popped and started spreading. The delay set to 0 prevents the disease from initially appearing. Removing it once it starts spreading is a bit more complex. I'm looking into it. Once you cleanse this wave of disease, it won't come back. It was clean before, these prints are after we made your steps.. They start to get sick after :/ This game is kind joking us or is just broke Link to comment Share on other sites More sharing options...
DarkXero Posted December 13, 2016 Share Posted December 13, 2016 2 minutes ago, Kaio17 said: It was clean before I mean it had warning tasks and delay tasks running in the background, ready to appear. You can use for k,v in pairs(Ents) do if v.components.diseaseable then SpawnPrefab(v.prefab).Transform:SetPosition(v.Transform:GetWorldPosition()); v:Remove(); end end to replace prefabs for brand new fresh ones that won't have any disease tasks running. Link to comment Share on other sites More sharing options...
Kaio17 Posted December 13, 2016 Author Share Posted December 13, 2016 Done, will play more tomorow and i'll give you a feedback Link to comment Share on other sites More sharing options...
Kaio17 Posted December 13, 2016 Author Share Posted December 13, 2016 Just made on my test server, looks awesome '-' ty Link to comment Share on other sites More sharing options...
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