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I know what you said, just asking for the location of the drop that is not falling down, cause there is also delay when the drop falls, you can check that in the server settings.
. Я проверил от 1 до 2 мин. И по истечению 5 мин перезаходил в игру (делал рестарт можно сказать) и сброс срабатол наконец на раз 10тый.
Yeah, once the drop is called in, it will take it by default 9 minutes before it starts falling and then 1 minute of the fall duration.
I don't think it's location specific, so much as distance from player at some critical stage like it first spawning in. Most of the times I've been expecting it to happen are when the notification appears behind me somewhat while travelling, I finish my travelling task, then afterwards drive back to drop zone, I see puppets but no drop, I've waited out a few of them and after some time the map icon disappears but get no explosion.
I know nothing about how the engine handles inactive areas in single player but I assume it is a thing, anywhere the player is NOT, is in some form of stasis or hibernation until some distance threshold is reached. I also assume this maybe related to why "press F on something" quests do not work in single player.
Yes there is a bug in the cargo drops that can randomly show it's face.
They will hang up in the sky at their spawn point and just never fall to the ground.
There are settings that control how often the cargo drops will appear, how long they will hang at the spawn spot, how fast they will drop and how long they remain till they explode.
By changing the time for the drop delay sometimes it corrects the bug!
====================================
To change the timer, to hopefully fix the bug.
Hit escape and select server settings.
Go to World
Subcategory Cargo drops
You'll see Cargo Drop Fall Duration. Just make that a smaller number then apply and you might have to restart your game.
There also can be a random bug in the lockers in them. Where you successfully lock pick them but it will still say locked. Sometimes another unlock will work.
In multiplayer you can lock pick all 6 lockers and if any said they are still locked a quick relog will then have opened them.
Disabling that has helped some players start getting the drops to actually drop!
The game is programmed to if possible have the container drop 2 sectors away from any player in a multiplayer server.
In server settings:
Features
Item spawning
There is a setting
ENABLE ITEM COOLDOWN GROUPS:
This has been reported to be effecting the drops so it needs to be turned off.
This setting prevents you from obtaining another item from that particular group for a timed duration. It won't let one spawn for you basically.
It is being *assumed* that something on that drop pertains to the group so the game says nope can't spawn. Even though the container is on the map that item on that drop is making it hang up there till the next drop cycle.
Many people have reported that turning off this feature has the drops falling again!
Interesting, I switched this off recently (days) wondering what loot is affected by this, so far only thing I noticed is 2 keycards for the same bunker, I'm not sure if I changed this setting before or after my last occurance of a drop not landing.
I'll report back if I can encourage/force a failed drop with this turned off. Any idea what other loot is affected by this cooldown?
Cargo Drop Fall Delay = 540
Cargo Drop Fall Duration = 60
Self Destruct = 1200
Item Cooldown Groups = OFF
I hopped on my bike, headed north through B2 town, east past the gas station, and followed the dirt road southwards to the creamery.
Puppets at the drop, but no drop, waited 20 mins and map icon disappeared, no drop.
B2 town looks pretty close to 1 full sector from the creamery, a full sector I think is 3km?
Regardless of any other factors, It would seem in single player that if you get a drop notification, and want said drop, do NOT drive too far away before it spawns.
Try 480.
I just remember from past posts that turning cooldown groups off helped some and changing the fall delay helped others.
It is a go around that might work until they find and fix the bug.
Hello there,
Cooldown groups are triggered after you loot an item from an "examine spawner" or "searchable" spawners. They are also triggered on items spawned on vicinity spawners. So theoretically you enter a bunker and items spawn in vicinity, you triggered a certain cooldown for those. Searchable objects cooldown will start on "search".
The cooldown is not global, it's per spawner or per mesh looted.
If you loot lockers in Police station A2, you only start cooldown on A2 police station, other stations are intact. Same for every other spawner on the map.
If you have time to read how it works completely, as mentioned in patch notes, you can find it here:
https://docs.google.com/document/d/1TIxj5OUnyrOvnXyEn3aigxLzTUQ-o-695luaaK2PTW0/edit?userstoinvite=gorn.nilaroon@gmail.com&sharingaction=manageaccess&role=writer#heading=h.4mct5lxxmgqt
In short, cooldown started for looted items:
https://docs.google.com/spreadsheets/d/1yLHYx4QJqmWXEx7-cD33qaKmEe6IP55MIO0qNQblhA4/edit?gid=0#gid=0
Theoretically yes, but some cooldown groups last for 4 days straight. It's very much RNG which item you will get. I don't think this is achievable on any higher populated server. After you find a high cooldown group weapon, no one else will be able to find it for x amount of time.
If for example you have 4 items inside:
Ak47 - 1 hour
M16 - 2 hours
Katana - 4 hours
M82 - 4 days
You find m82, you set the cooldown group for 4 days.
You loot after 1 hour, you find a m16 and now you can't get katana or m16 for 2 hours.
You loot 1 hour after that, you can only get an Ak47. But this DOESN'T mean that ak47 has a 100% drop chance, it still goes through the probability of the spawner preset.
So the item has to "drop" first in order for you to start a cooldown. You will have a higher chance of getting it, but you won't get it for certain.