Opening crate on oil rig won't bring green scientists
I noticed that when a player opens the locked crate on an oil rig, the siren goes on but soon goes off and no chinook with green scientists will come.
Is this related to this plugin?
that can happen if you have ch47 default spawns disabled
I have Disable default spawns": true
you need to have Disable default spawns set to false

Merged post

but it sucks because if you do that, the point of the plugin does not work, crates will still pond normal times and with 0 players. Orange please fix this plugin.
I think you're right. I deinstalled Chinook Drop Randomizer to see if it comes from there. But no.
But yes, if I activate the crate on the oil rig, for a short time the info panel shows that a chinook is coming.
That light goes off after some seconds and it won't come.

So, Orange, I guess it is this plugin that causes that.
Of course I could disable default spawn but, as breezifyy mentioned, the plugin would be useless then.

Merged post

Tested it.
Did Disable default spawns": false and now there green scientists come.
It's definitely related to this plugin.
yeah, this plugin basically is useless for the ch47, Orange is there a way to fix this? i want to make it only come with 10 people online, but it comes default all the time, works amazing with cargo though 
Well kinda. Since I have this plugin there use to come more than 1 cargo ships.
Yes, I think the plugin needs a look.
it definetly needs a look lol, people have been complaining about this for a while and Orange dont even reply. 
ok i got this fixed......

This is mainly for "programmers", this is a "DIRTY" fix, in that it only checks for a set destination in the CH47..., it gets 99% of cases ,unless other plugins are fooling with it, normally the Dest. is  empty & the AI stears the chopper, but for the rigs the game engine sets a dest.

The "completely" correct fix is to  pull the locations of the rigs, then  sphere check them against the destination settings of the CH47.
again.... if some other plugin fools with the settings, then that is a boundry case.

mod1:
        private Vector3 CH47EmptyDestination = new Vector3(0,0,0);

mod2:
   if (entity.OwnerID == 0 && config.ch47.disableDefault && entity.landingTarget==CH47EmptyDestination)
​
5e7c5648be6ee.jpg razorfishsl
ok i got this fixed......

This is mainly for "programmers", this is a "DIRTY" fix, in that it only checks for a set destination in the CH47..., it gets 99% of cases ,unless other plugins are fooling with it, normally the Dest. is  empty & the AI stears the chopper, but for the rigs the game engine sets a dest.

The "completely" correct fix is to  pull the locations of the rigs, then  sphere check them against the destination settings of the CH47.
again.... if some other plugin fools with the settings, then that is a boundry case.

mod1:
        private Vector3 CH47EmptyDestination = new Vector3(0,0,0);

mod2:
   if (entity.OwnerID == 0 && config.ch47.disableDefault && entity.landingTarget==CH47EmptyDestination)
​

so what do i need to do then

The  "fix" relies on a situation that when THIS  copter is spawned by the server for the rig it has no spawner... BUT does have a landing area , unlike other CH47 that just fly....

In the region:
#region Vars
add mod 1

in the area :
privatevoidOnEntitySpawned(CH47HelicopterAIControllerentity)
{
if (entity.OwnerID == 0 && config.ch47.disableDefault)

change the line to:
if (entity.OwnerID == 0 && config.ch47.disableDefault && entity.landingTarget==CH47EmptyDestination)
f7iFho0BwXTionX.jpg razorfishsl
The  "fix" relies on a situation that when THIS  copter is spawned by the server for the rig it has no spawner... BUT does have a landing area , unlike other CH47 that just fly....

In the region:
#region Vars
add mod 1

in the area :
privatevoidOnEntitySpawned(CH47HelicopterAIControllerentity)
{
if (entity.OwnerID == 0 && config.ch47.disableDefault)

change the line to:
if (entity.OwnerID == 0 && config.ch47.disableDefault && entity.landingTarget==CH47EmptyDestination)
It would be very nice if that could be included in https://github.com/UltraRust/CargoShip-no-scientists-bug-fix

it is an oil rig fix... not for the cargoship.
it's also real dirty.......

yHOUxqtZYxJZtTy.jpg razorfishsl

it is an oil rig fix... not for the cargoship.
it's also real dirty.......

I accidentally linked the wrong one. He also has a chinook fix.

I can also confirm that this does fix the issue, but is completely pointless due to the fact that I want this plugin to be able to control that part of the event. There should be a section for oil rig CH47's and the actual CH47 that roams around the map and drops crates at various monuments. @Orange can you chime in on what we should do in the mean time? Is there a way to actually fix this and still allow this plugin to control the CH47's spawning?