- Joined
- Oct 18, 2013
- RedCents
- 2,776¢
- Buyer
- #201
So DelayAtStaging only affects the area when we first zone in. I think having a pause at each step to allow for rebuffs could have some value, especially because KissAssist is extremely slow at doing anything.
DelayAfterRez is completely bypassed as I run the Aaryonar mission, there's no difference as to whether I die mid-combat and am ressed before end of combat, or not die at all; there is no such delay happening, I turned mine up to 120 and there's no difference. However if I die and combat ends and then I take a ress, the plugin completely stalls out and never goes again, even when all timers have passed, 6 hours goes by and folks are ejected out of the mission, and we're all standing there outside in the static zone. It would be a boon to change that behavior.
The WaitForLoot is something I toggled on, because, I don't know if it was due to server lag, we kicked the mission while loot was still rolling. I'd rather wait the extra 30 seconds and avoid that from happening.
I toggled the Aary mission to stop at step 12, because having my guys fall into the triplets pool, or having my team run past a set of spawns and then dying as we move to the next cubby, was something I watched happen numerous times and wanted to avoid in the future. I mapped out where steps 10, 11, 12 all were so that I could find the best stop for ending without problems there. lastCoVToVLoc=12
Thank you for the response hytiek. I know you're still working on refining a lot of this, but it's pretty awesome so far.
DelayAfterRez is completely bypassed as I run the Aaryonar mission, there's no difference as to whether I die mid-combat and am ressed before end of combat, or not die at all; there is no such delay happening, I turned mine up to 120 and there's no difference. However if I die and combat ends and then I take a ress, the plugin completely stalls out and never goes again, even when all timers have passed, 6 hours goes by and folks are ejected out of the mission, and we're all standing there outside in the static zone. It would be a boon to change that behavior.
The WaitForLoot is something I toggled on, because, I don't know if it was due to server lag, we kicked the mission while loot was still rolling. I'd rather wait the extra 30 seconds and avoid that from happening.

I toggled the Aary mission to stop at step 12, because having my guys fall into the triplets pool, or having my team run past a set of spawns and then dying as we move to the next cubby, was something I watched happen numerous times and wanted to avoid in the future. I mapped out where steps 10, 11, 12 all were so that I could find the best stop for ending without problems there. lastCoVToVLoc=12
Thank you for the response hytiek. I know you're still working on refining a lot of this, but it's pretty awesome so far.





