aimacak
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Everything posted by aimacak
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Changed Status from Pending to Closed
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- 525 comments
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- 1
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- #abilities
- #boss
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Hmm, thank you, but as I wrote above, I can’t build the Boss the way you did in the video, because it always moved somewhere during my attempts. In your video, we’re seeing the final behavior — probably, the teleportation to the same location and the removal of animals are due to the limited space. If you try to spawn any animal in that location, most likely they’ll all be removed, just like the polar bears with the Bosses. Could you please record the very first stages of this exploit? Thank you
- 525 comments
-
- #abilities
- #boss
- (and 16 more)
-
- 525 comments
-
- #abilities
- #boss
- (and 16 more)
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- 525 comments
-
- #abilities
- #boss
- (and 16 more)
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Decay time option for brown leftover body bags
aimacak replied to ToliburtiX's Support Report in Support
For now, you can try using DespawnConfig from umod -
Decay time option for brown leftover body bags
aimacak replied to ToliburtiX's Support Report in Support
Hello, yes, there is no such option, because the disappearance time is determined by the items in the bag; for example, if there is an assault rifle in the bag, the bag’s disappearance time will be 1 hour. You can familiarize yourself with the tiers and the item despawn time in one of the Rust knowledge bases. I’ll ask KpucTaJI about this, but at the moment the plugin doesn’t do anything with them; it can simply delete the corpse or not. -
@0xBADF00D Hello again, I spoke with KpucTaJI, and it turns out there’s an error in the parameter description — you can use 0. Your suggestion has been added to the roadmap; I can’t promise any specific timeline for its implementation, but I think KpucTaJI will add it in one of the next updates.
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Hello, thanks, ill pass these things to KpucTaJI. Before fix you can edit it manually in data/NpcSpawn/Preset/, and ii will works, because its default value for new preset and it dont rewrite via reload plugin. Or you can change this in NpcSpawn.cs: change this: case 36: if (singleValue >= 0f) { config.DamageRange = singleValue; success = true; } to this: case 36: if (singleValue >= -1f) { config.DamageRange = singleValue; success = true; }
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As I showed you above, everything works for me with your parameters, and, as you yourself say, the cooldowns system works the same way in all events. In Discord, I wanted to connect to your server and take a look in person, but it seems to me that you don’t understand how the cooldowns system works now — don’t take it personally; it’s just that the logic is a bit different, and in the previous message it might have been conveyed incorrectly due to the translator.
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May be you can add me in discord? @shrpndfcsd
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Thanks, but i already tested it on default config + your part of config, everything works fine, i have cooldown in /eventstime after became a owner of event and stop it, and it works same with other KpucTaJI's events. Here, the time that has passed since you were last the owner is indicated. The issue you’re referring to — when “No Owner” doesn’t change to the player’s name — can only occur in one case: when a player joins an event with an active cooldown for completing it. If, at the moment this player completes the event, another player without an active cooldown joins the event, another player will be able to become the owner and take the event for themselves. You can try changing this setting, but players with an active cooldown may encounter an unpleasant situation due to the event zone — for example, in a tunnels, since the event zone is a sphere and extends underground. "Allow a player who has an active cooldown of the Event Owner to enter the event zone? [true/false]": false, There is also another parameter in the roadmap that will have a positive impact on this situation. Sorry if any, im using translator
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Hello, looks fine. Why did you decide that ownership isn’t working? The /eventstime command shows only those events for which you have an active cooldown. Please send the entire config.
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Hello again, must be fixed in 1.3.3
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So yeah, sorry, first case was wrong.. you need using this (true -> null) : private object CanCustomAnimalSpawnCorpse(BaseAnimalNPC animal) { if (Controller.Receiver == null || animal == null) return null; if (Controller.Receiver.KillAnimal(animal)) return null; else return null; } or just fully comment method: /* private object CanCustomAnimalSpawnCorpse(BaseAnimalNPC animal) { if (Controller.Receiver == null || animal == null) return null; if (Controller.Receiver.KillAnimal(animal)) return true; else return null; } */
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@Rusty Hook Really sorry for this confuse, answer to me please It seems to me that the first time I misunderstood your message, and accordingly gave you the wrong fixes) Do you want corpses to appear?
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Hello, you can find method OnCardSwipe in SkillTree.cs and add upper it this: private object OnCardSwipeWaterEvent(CardReader cardReader, Keycard keyCard, BasePlayer player) => OnCardSwipe(cardReader, keyCard, player); you must have something like this: private object OnCardSwipeWaterEvent(CardReader cardReader, Keycard keyCard, BasePlayer player) => OnCardSwipe(cardReader, keyCard, player); private object OnCardSwipe() { ... } If it will help you, you need write about this to SkillTree developer.
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NullReferenceException Error for HarborEvent
aimacak replied to SlayersRust's Support Report in Support
Hello again, must be fixed in 2.4.4 -
Hello again, must be fixed in 2.4.4