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  2. Hi, it's possible to start the timer for another player. But they won't be able to loot the crate. Perhaps a dome that prevents other players from entering the event area would solve this problem. Would this solution be acceptable to you?
  3. Today
  4. "[Building] Require TC auth to open /ts UI": true, Can we have it so only Clan Members or base owner can toggle off turrets? If a player raids to TC they can simple toggle off all base turrets making the raid super easy, I think only the Base Owner/Clan Members should be allowed to use the /ts options once they have TC access, Thanks for any help with this
  5. SlayersRust

    TurretSystem

    Also one more question my weapons stack to 1x only on my server. If a player wants to say fill up 100 turrets at once with aks how can they do that since it’s not possible to fit 100 aks into a players inventory? Is there a way to maybe pull from all players base storage etc? I was worried players could abuse this, does your plugin mean that players will always need to have the weapons on them to refill the turrets? I don’t want players to be able to get unlimited aks
  6. Player reported someone else managed to start the hackable crate timer without event ownership. This had been set to true in config already ""PVE mode (crates can only be looted by the player who first dealt damage to the NPC)": true,"
  7. KOTH Full Metal v1.3.2, Carbon (Rust build 2631/77) — On a clean capture win the winner is announced correctly, but the reward crate never spawns (checked the zone center during and after the event — nothing). At event end the console spams TruePVE_RemoveMapping took longer than 100ms [681ms] roughly 100 times, and the PvP zone fails to revert — I stayed flagged hostile (red crosshair persisted) standing where the event ran, until I manually c.reload TruePVE. FPS also dropped ~15 and didn't recover on plugin reload. Looks like the entire event-end teardown sequence is failing. CratePrefab is the default chinooklockedcrate. TruePVE v2.4.2 by nivex. Happy to share configs or logs.
  8. SlayersRust

    TurretSystem

    How does the /turrets on/off work for bases that have multiple TCS? Often players build bases with a core and several off shoot TCS. If they toggle the command what happens to all the TCS that might not be attached to the main TC? also if someone were to toggle a base with 150 to 250+ turrets is there any visible performance impact for the server? I’d imagine switching on this many turrets would have a heavy performance impact if you don’t give a slight delay between each turret switched on in the code. I used another plugin before with the turret on feature that lagged things heavily when switching on a large amount of turrets at once. Were any server performance metrics tested while testing this option on bases with huge amounts of turrets?
  9. the only thing that will stack for me is large box
  10. imthenewguy

    items wont work

    Can you show me a screenshot of how you have added it to the loottable plugin?
  11. The issue is that all of the data for the item is held on the item.text field. If the plugins support item.text, you can add them to the loot table.
  12. Papa Bear

    BotReSpawn

    Yeah, I check the Navmesh and it doesn't exist. And I did the UI Check Spawnpoints and they were at least 150 meters below the monument.
  13. I'm not sure how to make it work, but when i'm configuring it to what the building health should be, i'm having issues getting it to be consistent, { "Health on spawn in percents (0-100)": 0, "Health on spawn in amount (0 to disable)": 100, "Structure should be not attacked for X seconds to start healing": 60.0, "Interrupt healing at all after getting any damage": false, "Heal rate (seconds)": 1.0, "Heal in amount (0 to disable)": 2.0, "Heal in percents (0-100)": 0.0, "Work for Building Blocks": true, "Work for Doors": true Basically with this, if you are in raidblocked, and you dont use /bgrade to place a wall, your twig wall will be placed at 2 health and if you upgrade it to stone, it will still be 10 health and healing, it doesnt change the health to match, like if I have it set to be 20% health on spawn, you will place down TWIG and upgrade to STONE, but the health will still be starting at 2 rather than being 20% of a stone walls health. I need a little assistance here.
    Very user friendly, easy to customize to fit my likings. This is well worth the purchase!
  14. divinitysweats

    update?

    is there an updated version of this file?
  15. Would be awesome to allow the legendary items drops by custom name skin add and short name of original item it would help soo much i wanna put items dropping on specific patrol heli tiers and bradleys or raidable bases tiers and i am not able too because adding the item with short name plus skin id and custom name does not trigger legendary items drops the item but without the modifications
  16. Yesterday
  17. You just have to make it non-scaling, and this issue is solved outright. My ServerPanel had the same issue and once we made it non-scalable it was fixed.
  18. nivex

    Raidable Bases 3.1.3

    Changed Status from Pending to Closed
  19. Changed Status from Pending to Closed
  20. nivex

    stability 100%

    Changed Status from Pending to Closed
  21. nivex

    Wall paper

    Changed Status from Pending to Closed
  22. Changed Status from Pending to Closed
  23. hi, I was not able to reproduce this and haven't seen it happen again since if you find that this still happens and provide steps to reproduce then I'll gladly fix it. closing this for now.
  24. Changed Status from Pending to Closed
  25. Changed Status from Pending to Closed
  26. Changed Status from Pending to Closed
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