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Caroleenje started following SavageBuilder
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When you have time have a look into the test server 23.81.34.186:25015
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Check your RealPVE config. There is a setting in there to force enable the vanilla PVE mode on the server. Disabling this and setting server.pve false should fix your issue. It is not that "RealPVE plugin was shooting unnecessarily". Rust is coded so turrets fire on any user not authorised on a turret. "Sometimes the game acts up—it says I'm the owner, but I'm not, and I can't collect loot at the monument." When you pass between 2 monuments there is an overlapping zone issue that causes your permissions to remain on the first monument. You have to wait until the timer expires for the first zone before entering another and being able to loot. The plugin by default creates a PvP zone at harbor when cargo is docked. This removes the issue temporarily as PvP zones do not have loot restrictions.
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- Today
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The convoy vehicles and NPCs spawned by the Convoy plugin are all invincible.
10245445874 replied to 10245445874's Support Report in Support
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The convoy vehicles and NPCs spawned by the Convoy plugin are all invincible.
10245445874 replied to 10245445874's Support Report in Support
Convoy (2).json 191.65 kB The configuration file is attached above. -
Hells started following IQDronePatrol
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- 53 comments
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- #drone
- #dronepatrol
- (and 8 more)
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MeventSupport started following Opening cases when dead
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Hi! We’ll do that in the next update!
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Bear Grills started following Opening cases when dead
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Mevent started following Opening cases when dead
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Stop players being able to open cases when they are dead/not spawned. Doing so means they don't get the items.
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Yeah i fixed the loot and it's show buy yeah some boxes in the clan bases stay empty especialy the dlc ones .
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The convoy vehicles and NPCs spawned by the Convoy plugin are all invincible.
Adem replied to 10245445874's Support Report in Support
Send your server logs file -
The convoy vehicles and NPCs spawned by the Convoy plugin are all invincible.
Adem replied to 10245445874's Support Report in Support
Put o.reload Convoy to server console and send a screenshoot to me -
The convoy vehicles and NPCs spawned by the Convoy plugin are all invincible.
Adem replied to 10245445874's Support Report in Support
Send your convoy config -
The convoy vehicles and NPCs spawned by the Convoy plugin are all invincible.
Adem replied to 10245445874's Support Report in Support
Download the Convoy file from the plugins folder from your server and send it to me -
x Catch joined the community
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Changed Status from Pending to Not a Bug
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Hi, The CopyPaste was a little buggy, some times stopped working and players lost their saves that's whas the main reason I had to switch to an internal saving mechanism. I am thinking to add an option to export as CopyPaste and Import from CopyPaste because it was asked as well by @Venedas I have added the stability on the test server and I think I will add 2 more buttons to the plot manager to import and export to/from copypaste: I am also working on the new forced wipe update, they broke the BuildSystem plugins and I am still working on a fix, but I will try my best to add also the copy paste feature.
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Changed Status from Pending to Not a Bug
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The map is included in the .zip file and also you have a .txt file with the link you can use right away. About the spawned entities you can restrict the entities that can be spawned like certain vehicles in the config file, just remove what you don't want your players to be able to spawn:
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@SteenamarooSomething else I noticed this week. I run the plugin Airfield Event. Their NPCs land and act just fine. But, as for BotReSpawn, I have 5 paratroopers land with them, triggered by the air supply drop and the crate that lands over the puzzle, I lose two troopers to spawn underground along with the NPCs and three of them remain up top in Airfield ... on the other crate (I have two) I lose one of my paratroopers to the underground void, but keep four of them that land in the tunnel system underneath. Perhaps just another nav mesh issue. I am going to do some testing over mining tunnels and other places to see if the space above the tunnel is nav mesh free, where the tunnels themselves for some reason, are catching the NPCs and allowing them to roam underground. I am curious how this will affect train tunnels, or perhaps they're just too deep. I will test the above ground entrance area. Not a game changer, but I thought I would let you know. UPDATE: After more testing, it's just the Airdrop bots that go underground. I've copy/pasted the CH47, Heli, Hackable Crate triggers and they all fly in like they should, and land squarely on the ground. But, the Airdrop bots don't fall from the sky anymore. Their chutes open up on the ground and are subject to slipping beneath the terrain. This was true at the Underground Tunnels at the Top entrance where it is shallow. The deep areas, they stayed on the terrain, but they didn't fall from the sky like the others.
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- 295 comments
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- #industrial storage adaptor
- #expand storage adaptor
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(and 44 more)
Tagged with:
- #industrial storage adaptor
- #expand storage adaptor
- #farming automation
- #dung composer
- #horse dung collector
- #splitter
- #composter split
- #auto split
- #chicken coop
- #hitch & trough
- #beehive
- #furnace
- #drop box
- #planter box
- #small generator
- #composter
- #mixing table
- #cooking workbench
- #recycler
- #auto turret
- #sam site
- #flame turret
- #shotgun trap
- #snow machine
- #chicken coop auto pet
- #chicken coop sunlight
- #beehive customization
- #beehive growth rate
- #beehive production speed
- #beehive production multiplier
- #beehive xp increase
- #eggs production speed
- #industrial conveyor customization
- #industrial customization
- #planter box automatic seeding
- #planter box automatic harvest
- #special seeds
- #seeds
- #eggs auto hatching
- #instant grow
- #custom genetics
- #fertilize plant
- #gene
- #genetic
- #mining quarry
- #pump jack
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BamaLama joined the community
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Glock changed their profile photo
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I did have a question though, where do I control allowing players to spawn in entities? Like, are they allowed to spawn stuff in from the F1 menu? or how are they able to place like, doors, etc.. I can not figure that part out
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- 13 comments
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GCRP changed their profile photo
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Hello, When I purchase this map and set up a server, an error like the one below is output every second. This error appears even before any mods are installed. ```Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0 Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0 Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0 Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0 Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0 Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0 Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0 Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0 Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0 Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0 Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0 Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0 Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0 Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0 Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0 Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0 Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0 Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0 Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0 ```
- 10 comments
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- #flouones
- #custom map
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(and 3 more)
Tagged with: