-
Posts
30 -
Joined
-
Last visited
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Support
DOWNLOADS EXTRA
Services
Everything posted by Xandra
-
Well, I did create a new base with the same picture/frame, copied it and it pasted with incorrect dimensions. So, yes, I will reach out to that dev. Thank you again for all of your insight and advice!!
-
I'll respond on Discord. Thank you!
-
Wait, that won't even work since I created a new base with the same frame and the same uploaded picture, saved it, pasted it, and the dimensions were wrong. Now I'm really confused.
-
Thanks so much for responding Nivex and offering some insight and a way to deduce the source of the problem. Ok, I looked at a live base with a landscape picture frame then pasted down a copy of the same base and the picture dimensions were wrong. Created a new base with the same frame and the same uploaded picture, saved it, pasted it, and the dimensions were wrong. Checked the current CopyPaste plugin .cs file for the dimensions which said: "sign.pictureframe.landscape", new SignSize(256, 192) },. Checked FP change logs and the last relevant change I found was June, 2023: •Resolution of signs doubled. The most recent FP sign dimension info I could find (2024) showed: Landscape Picture Frame: 256x192 Checked an old (11/22) CopyPaste.cs and the same line read: "sign.pictureframe.landscape", new SignSize(256, 128) }, Sooo, all that said, it looks like CopyPaste and FP are in alignment and that leaves me with the answer of my bases being broken with the only solution being paste them one by one, readd the images, and recopy them?
-
Hi Nivex - Since returning to Rust and reinstalling Raidable Bases using all my old raid bases, I've noticed one little problem. It's minor and definitely not game breaking but, something I would like to fix if possible. I like to put picture frames in my builds for decoration and humor and use SignArtist to fill them. The issue is that although the original pictures still appear in the frames, they are the wrong dimensions. I have no idea if this is because of a change made by FacePunch, CopyPaste, SignArtist, or RaidableBases. I understand if you don't know the answer, I just thought I'd ask you because of your extensive knowledge and just being an overall swell guy. Thanks for your help!
-
Hello, I posted a support request on Discord 28 hours ago but have not gotten a response. Welcome Panel is not opening when a player spawns. Here is the error: Failed to call hook 'OnPlayerConnected' on plugin 'WelcomePanel v4.3.6' (KeyNotFoundException: The given key '1' was not present in the dictionary.) at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <f98723dd4586469db5213ec59da723ca>:0 at Oxide.Plugins.WelcomePanel.OpenTab (BasePlayer player, System.Int32 tab) [0x0023b] in <7eb50ed6a08b42fe8cc635cc0e674128>:0 at Oxide.Plugins.WelcomePanel.OnPlayerConnected (BasePlayer player) [0x0007c] in <7eb50ed6a08b42fe8cc635cc0e674128>:0 at Oxide.Plugins.WelcomePanel.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00191] in <7eb50ed6a08b42fe8cc635cc0e674128>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <d59b507fd76240e5b62228d0eae39b73>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <d59b507fd76240e5b62228d0eae39b73>:0 Thank you for your help.
-
I knew it would be something simple I'd missed from being out of the loop! I'd tried to find it before contacting you without luck. Thanks so much Nivex!!! As always, you are a scholar and a gentleman!
-
expert06.json Here is an example base.
-
Hey thanks! I have updated all the plugins incl CopyPaste. At all my bases w/ tesla traps, they were going off like crazy regardless if someone was there.
-
Hello! Returning to the world of Rust after a couple of years hiatus. I've gotten Raidable Bases working as it should with one problem: Bases that use electricity/have electrical traps are definitely broken. Do you know what this problem is and how I can fix it? Thanks for your help!
-
Hi - I'm having a strange problem I hope you can help with. I have made zero changes to my RaidableBases config files in several days but all of the sudden, bases are not spawning on their own. I reload the plugin because there were no bases when I logged into the server and the correct number spawned (max maintained events = 10) but once those timers counted down, no new bases spawned in. Any help would be appreciated!
-
Hi - I'm a big fan of your plugin and it works great with a number of other plugins. I have one small issue though I'm hoping you can help with. I have created a "boss" type mob that spawns in a specific biome but when I turn the map marker toggles to true, the npc is not given a map marker but instead a random, static, white dot is put on the center of the map. Any help to fix this would be appreciated!
-
Thank you for your response! I have not altered the ranges on the autoturret or the samsite - those are the defaults w/ RaidableBases. But, that said, my friend flew his mini right into the bubble and right on top of the samsites without them reacting at all. As for the treehouse, during a recent update of CopyPaste, the option to copy a tree with a base was added which is why I was inspired to make the treehouse in the first place. I was using one of the oak trees - not a swamp tree and I was able to paste the treehouse successfully with the tree but when added to RaidableBases, the tree did not spawn. Nivex confirmed that the plugin deletes the trees but my question was to ask if maybe that might change in the future given the update to CopyPaste.
-
Hello I'm having an issue with SAM sites not firing. "Mounts Can Take Damage From SamSites": true, "Weapons": { "Infinite Ammo": { "AutoTurret": true, "FlameTurret": true, "FogMachine": true, "GunTrap": true, "SamSite": true }, "Ammo": { "AutoTurret": 256, "FlameTurret": 256, "FogMachine": 5, "GunTrap": 128, "SamSite": 24 }, "SamSite Repairs Every X Minutes (0.0 = disabled)": 5.0, "SamSite Range (350.0 = Rust default)": 75.0, "SamSite Requires Power Source": false, "Test Generator Power": 100.0 I am using TruePVE and these flags are enabled "SamSitesIgnorePlayers, TrapsIgnorePlayers, TurretsIgnorePlayers", but inside the raid bubbles, turrets and traps hurt players but samsites do not. Any idea what I might have wrong? Also, a little while ago I asked about the tree being removed when I added a treehouse build to RaidableBases. You asked what tree and I responded but didn't hear anything more. Is this something that might change in the future or should I hang up my treehouse dreams? Thank you!!
-
I'm back with another silly question... In it's last update, CopyPaste added the option to copy a tree with the build which naturally meant I should build a treehouse raid base. The build copies and pastes fine but Raidable Bases throws an NRE when I try to spawn it w/rbe. Will you be updating Raidable Bases to include this feature at some point? Thank you!
-
@RepeatPete }, "Random Names": [ "Dasher", "Dancer", "Prancer", "Vixen", "Comet", "Cupid", "Donner", "Blitzen", "Rudolph", "Santa", "Mrs. Claus", "Tiny Tim", "Grinch", "Cindy Lou Who", "Ebenezer Scrooge", "Bob Cratchit", "Ralphie", "George Bailey", "Clark Griswold", "Jack Frost", "Frosty", "Yukon Cornelius", "Buddy" ], "Enabled": true,
-
Hello! I have added a list of seasonal names for my Raidable Bases NPCs in each of the 5 profiles but the only place that the names show up is in the console when it is killed by a player. The name doesn't display on the NPC corpse (it says scientist) or anywhere else. Is there a way to remedy this short of installing a plugin like Death Notes? Thank you for the help! P.S. I know I'm gonna sound like such a suckup here but I don't care. I think this plugin is the best thing to ever happen to Rust PVE. Thank you Nivex.