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  2. When you have time have a look into the test server 23.81.34.186:25015
  3. Antag0nisticWomble

    Error

    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.
  4. Today
  5. Convoy (2).json 191.65 kB The configuration file is attached above.
  6. Hells

    IQDronePatrol

    Do you think you can update it to where sam sites and auto turrets target them? It's questionable when they do nothing again them.
  7. Mals

    Suggestion

    correct
  8. @Gromnoth - That's something I haven't looked in to yet but plan to. I believe deep sea is dynamically created and taken down so a BotReSpawn set up would require a different approach. @Papa Bear - Picking this up in discord, if that's OK.
  9. Hi! We’ll do that in the next update!
  10. Bear Grills

    Opening cases when dead

    Stop players being able to open cases when they are dead/not spawned. Doing so means they don't get the items.
  11. Gromnoth

    BotReSpawn

    Hey, is there gonna be an option for the deep sea biome any time soon? I want to config it aswell but I didnt find any options for deep sea. Greetings and ty in advance
  12. eusebiuandrei

    Help clan base

    Yeah i fixed the loot and it's show buy yeah some boxes in the clan bases stay empty especialy the dlc ones .
  13. Put o.reload Convoy to server console and send a screenshoot to me
  14. Download the Convoy file from the plugins folder from your server and send it to me
  15. Changed Status from Pending to Not a Bug
  16. 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.
  17. Changed Status from Pending to Not a Bug
  18. 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:
  19. Papa Bear

    BotReSpawn

    @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.
  20. RTimer

    Subway Event

    Damage adjustment is definitely coming in future updates, 100%.
  21. 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
  22. rex

    ObjectLimiter

    Super plugin, je vous la recommande Le DEV Répond vite. Super boulot.
  23. 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 ```
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