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Nikedemos

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Everything posted by Nikedemos

  1. Oh and also remember to revoke the group permission for that user, if applicable!
  2. Hi there! Thank you for your extensive description of the issue. What I suspect is happening here: according to the GetPermissionProfile logic, once a matching granted permission for a user is found, it's going to default to that one. So if a user that the permission is being checked for as a "waterbases.vip1" granted, it will not check if they have "vip2", "vip3" etc, it will just default to the first one found, without performing further checks. Would you please test this theory by having yourself (or another player) WITHOUT the admin/vip1 permission (oxide.revoke user [name] waterbases.vip1) and then granting them one of the remaining unrecognised permissions? In any case, I think it would be best to discuss this/test on Discord, I'm present in the Codefling server, or hit me up on my tech support one: https://discord.nikhub.dev)
  3. Nikedemos

    still a problem

    In that case I would recommend you got in touch with the map creator to investigate this issue - looks like it's happening on an inland lake? This is unfortunately not something I would be able to solve with Water Bases, as this water detection is performed entirely client-side. My suspicion is that either the map creator is using the wrong prefab for the lake or there's something else going on, for example with map topology - in either case, the client side is treating this position as being under water. Out of curiosity, what's the name of the map, and who's the creator?
  4. Nikedemos

    still a problem

    Howdy! Are you using a custom map, or a proocedurally generated one?
  5. Nikedemos

    Fuse Duration

    Changed Status from Pending to Closed
  6. Changed Status from Pending to No Response
  7. Nikedemos

    Request/Suggestion

    Changed Status from Pending to Closed
  8. Nikedemos

    Request/Suggestion

    Sure, that sounds like a reasonable suggestion, and relatively easy to implement. Will incorporate it in the next update. Appreciate you reaching out!
  9. Changed Status from Pending to Not a Bug
  10. Unfortunately placing the foundations any higher would make the barrels float in the air, breaking the immersion, and allowing players to swim underneath of them (thus allowing to use raid weapons that would normally not be usable if the player was completely submerged). Statistically, half of the time the water foundation should be under the water level (allowing for deployment), and half of the time it should be over the water level. Many players build a half-floor "honeycomb" layer over the flat water foundations for raid protection reasons, anyway. Hope this helps!
  11. Nikedemos

    Abandoned Bases

    Changed Status from Pending to Closed
  12. Nikedemos

    Freezing

    Changed Status from Pending to Closed
  13. Nikedemos

    Freezing

    Hopefully the issue is no longer present, so I'm going to close the ticket if that's okay. Messaged you on Discord to confirm, too!
  14. Nikedemos

    Entering pocket dimension

    Changed Status from Pending to Closed
  15. Nikedemos

    Entering pocket dimension

    I'm guessing everything is fine, then? If not, again, find me on DIscord, but for now, I'm going to close the ticket.
  16. Nikedemos

    water base

    Hi there! There's no conflicts, but of course you can't convert a Water Base to a Pocket Dimension because water bases utilise regular floors instead of foundations, and foundations are required for a dimensional pocket. But you can still deploy a dimensional box inside of your water base, no issues with that! If you got any more questions, hit me up on Discord, but for now, I'll close this ticket if that's okay!
  17. Nikedemos

    water base

    Changed Status from Pending to Closed
  18. Hi there! This is certainly strange and unexpected. Hit me up on Discord (https://discord.nikhub.dev), or I'm available on Codefling Discord, and let's see what's up!
  19. Nikedemos

    Example

    Changed Status from Pending to Not a Bug
  20. Nikedemos

    Example

    Hi there! Indeed, `powerline_pole_a` it is not a spawnable entity in vanilla Rust. Custom Entities does not have the power to make any prefab existing in-game spawnable. It can only register new spawnable prefab names with custom server-side logic - but only those based on other, already existing spawnable entities. I highly encourage you to read the product page to get the full idea of its capabilities! As such, Custom Entities is a framework/dependency meant for other plugin developers, and NOT end users (server owners, admins). On its own, it doesn't do anything - only combined with dependant plugins. But even such a dependant plugin would not be able to bypass the limitations of normal Rust. Entities are special prefabs that have networking enabled both in the server and the client, so they can be spawned/moved/killed at any time. Non-entity prefabs, however, must be pre-placed on the map where they stay forever as permanent fixtures. Hope this clears any misunderstandings!
  21. Changed Status from Pending to Not a Bug
  22. Hi there! Thanks for your report, sorry I'm only responding now, I was out out of town this weekend. Yeah, normally players shouldn't be able to access the "soft side" of the the water foundations covered with barrels, hopefully there's no new exploits regarding that. Hit me up on Discord (https://discord.nikhub.dev, or DM me through the Codefling Discord) if you notice anything sus, since it looks like you've done some thorough testing on the underwater raiding mechanics
  23. Nikedemos

    Is there a way?

    Hi there! Sadly, it's not currently possible to do it automatically because of the portals. Portals are specially marked, and when a portal is destroyed, a whole entire dimension is destroyed. When a whole base is copied to a JSON file (using CopyPaste), it also copies the portal entity. However, you can still manually /copy the entire dimension into a JSON file at the end of your wipe. Then, you need to edit that JSON file to remove the entire entry for the serialized entity containing the portal, the prefab path is: "assets/prefabs/missions/portal/bunker_door_portal.prefab". Save the json file and you can then paste it back on the ground so that it can be re-converted into a new pocket dimension based on the old one. It is crucial that the CopyPaste files do not contain the bunker portal entity, or else the results might be unexpected. You can paste those manually edited copy-paste files during your current wipe, or the next wipe. Unfortunately, Pocket Dimensions cannot do that automatically, because it has no ability to edit CopyPaste files, only tell CopyPaste to... well, copy and paste, and CopyPaste plugin handles everything. Hope that helps!
  24. Nikedemos

    Is there a way?

    Changed Status from Pending to Not a Bug
  25. Nikedemos

    Fuse Duration

    Hi there! This is indeed very weird an unexpected behaviour. Please message me on Discord so we could test a few possible solutions in real time. I'm on the Codefling discord or you can join mine at https://discord.nikhub.dev

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