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Everything posted by Malkizid
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Heya Nivex, its been a long long while since I saw any bug in RaidableBases at all and to be honest this is not even anything to do with it - I'm quite sure. but its affecting Raidablebases and with your experience I thought you might be able to point me in the right direction. Do you have a clue why Autoturrets might stop targeting players? First they retaliate when damaged, when they lose "line of sight" they ignore the player. Only attack when damaged. Details, the raidbase profiles and settings have turrets set to hostile, to function without power etc. This is also happening other "base-based" event plugins - autoturrets function but dont respond to the players For example Fruster's "Dungeon Bases" Events, I could not figure that out with Fruster either. Warmode in PVE mode is running - No TruePVE or any other damage control plugins, no settings changed. All was working until 3 days ago or so. Is there a setting in Raidable bases configurations we should look out for ? Perhaps you know ofa new FP commit that could affect turret behaviour? all equipped with ammo, correct weapons / shortnames (no config errors) powered and so on. - dont think its interference or any convar settings. Sorry for the long message, I ran out of options and thought you might have a suggestion. Thanks in advance, regards, Manky
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We understand this can be overwhelming sometimes and know that you will do this when you can, don't worry about that. Some of us like myself are not in Discord groups or are not aware of such things. Try to pace yourself, everyone appreciates your continued support, we trust you. Communication is exhausting in this context, I know from experience, like many of us here do. And of course we are all impatient because our players are impatient and Rust never stops changing Good luck and take care
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Yes, no problem. Thank you for your patience with this.
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How do we get the Autoturret to function in a Dungeon base. I'm making a new dungeon base now First im using a copy of one of your designs to learn your methods. - all is working as intended. Except for the autoturret. I placed it normally added a weapon, ammo and simply powered it. The turret will not target or shoot but its on. I dont see aynthing about this in the guide, is there supposed to be a specific method for placing turrets ?
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No, that is not happening anymore, for some reason. I did not change the bases. So iguess its ok - maybe it was the oxide or server version. Only the calling kill problem was happening causing spam and sometimes parts of the base remained, rarely. Hatches are found and the bases spawn and function.
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On further investigation, I noticed ImageLibrary is getting a "failed to call hook error" - only on server startup. Other than this I have never noticed any imagelibrary problems or console errors during the last few days, when reloading ServerPanel or any related plugins that are using ImageLibrary on our server. [Error] Failed to call hook 'AddImage' on plugin 'ImageLibrary v2.0.62' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.ImageLibrary.AddImage (System.String url, System.String imageName, System.UInt64 imageId, System.Action callback) [0x00044] in <21179633d4114e16ab24a4a44d8b9cc3>:0 at Oxide.Plugins.ImageLibrary.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00781] in <21179633d4114e16ab24a4a44d8b9cc3>: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 <8cb2d664f1574f2b96d53f1c1869d96a>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <8cb2d664f1574f2b96d53f1c1869d96a>:0
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Yes, Facepunch did this, I dont know the technical reason but something happened to some foundations. This caused the building roof to collapse or some wooden foundations (with the Frontier Skin) to become invisible or disappear I think the latest server patch has fixed this problem. Also roof tiles are very buggy
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Within the editor all the builti-in icons have vanished, making it impossible to use the ingame editor. Is there an image hosting problem ? I'm using the default stuff. Very stupidly I delted parts of my config by trying to use the editor in game.
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Heya Wrecks, Do you have any plans to add keys for the most recent tea effects and especially some of the new pie effects? For example it would be really great to be able to add "vision-care" boosts and things like that, for our custom consumable items. or the animal vision hunter boosts, with configurable effect durations,
- 14 comments
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Hi, Great to know, Thanks so much for the assistance and quick reply. Best regards, Manky
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The second part of my question is, that if for example the Global maximum number of active entities is lower such as 1 and then an individually listed entity is higher, would that function? Uhmm for example: "Role Permission": { "vip1": { "Priority. (lower = higher priority)": 1, "Global maximum number of active entities for each Enabled Spawnable Entity. (-1 no limit)": 1, "Maximum number of active entities for each Enabled Spawnable Entity. Value = SkinID, Limits (Number of active entities. -1 no limit)": { "3366887420": 1, "3366893095": 25 So that I can make it so most entities are a limit of 1 but certain ones have a higher limit. Thanks
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Hi @Scalbox Sorry to bother you. I'm not 100% sure about the format of the list style here for this section, for limiting entities individually would this be correct? I have attached a screenshot
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Hi Fruster, Ok thanks. Good to know that's alll correct. I'm still not sure what is causing the console calling kill errors. | Calling kill - but already IsDestroyed!? #dung#undestr# Sometimes but rarely the dungeon parts might be left behind and an admin would have to remove them but otherwise the plugin has been working fine without performance issues. The console spam alarmed me a few times. I have no other ideas from my investigating during game testing, automated event spawning or signs in the server console. Unless you have another suggestion - or think this can be ignored, feel free to let me know
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For the "Dungeon Entrances" The planter box spawns and contains Fertiliser - 999 in one stack and a single unit of fertiliser in another stack. The hatches are there in the "dungeon base" with the codelock key as you described Edit: This is the same for all 4 designs. Is this correct ?
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Hej Fruster, Thanks for the message. No, not yet I'm still investigating. I'll write back soon as I can.
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@Mevent Version 2.2.5 does not work properly either - I have updated the plugin again and items can be recieved but it appears random, many kit items are missing. I am recording a video to show you what happens when I redeem a kit I have to revert to V 2.1.9 again as its the only working version. **Edit** sending the video to your inbox
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- #mutations
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Love the description AS for trying being helpful, I have not noticed this often, or exclusively with BotReSpawn. but I'm familiar with the description you gave and have seen it in various npc related plugins. including Vanilla npc behaviours. I believe this is fairly common when a bot loses LOS to their target or needs to switch weapon, or considers their target out of range. It can depend on the weapo / items equipped. Particularly if they are newly released weapons, the npc might not "know what to do with it" or there is no behaviour written for it. With melee weapons the attackrate of the weapon itself does seem to change how often they can attack. I have noticed that all bots are generally abysmal at melee though, no matter the plugin. Sorry I don't have more useful facts or help though The most fun workaround with BotReSpawn is to give them a ridiculously fast movement speed and really high melee damage, that will make players run the hell away, or rage quit.... but its very funny xD
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Hey, been testing these all out- I have to say first, they all look fantastic and blend very well into the terrain or biome upon successful spawn. Have a question on some of the designs, first the "Computer_1" are any Garage door parts of that intended to operate? I cant get any of them to trigger. It would be really cool if one or some of the doors or the Giant red door could open. Also the main entrance on Computer_1 is that intended to have a snappable area to attach a door? as it is not working. Like for example the functional garage door on "Castle_3_Adobe" or the snappable door area on some of the entrances of "Castle_2" where a player can snap and place a standard 1 frame door in two of the entrances. Some feedback I would like to add: All of the designs are very interesting, fun, immersive and epic. However I think there are some scale problems with the design process on some of the Castles, All with the same idea in mind: Reaching the Roof / Towers / Top areas. This is all from extensive player testing using ladders to place on the building and/or attempting to build high enough: "Castle_1" essentially impossible to access the towers, there should be some sort of way to climb up. "Castle_2" cant get to the roof, would be really nice. "Castle_3_Adobe" the roof is the least usable area as nothing can be built on it, there is no way for a player to get to the roof with ladders or anything. I think this really makes building there the least fun. In my opionion its one of the best designs, visually but the least functional. "Church_1" is ok but bordering impossible to get up to, the ladder hatch slot helps but ladder placement is near impossible and building that high is extremely hard. Mainly, they all have an upper area or tower area, namely the roof (top) sections. That are very coool but unreachable. I really think they need a way to walk or climb up to the roof, included in the designs. Its not possible for the player to get access to the roof area. The open designs with no roof are more forgiving, at least, so the player can build up high easily to have aroof area or make stairs to the walls or towers or roofs, like in "Fort_1" this is entirely possible to do. Finally, I know this is not really in your hands but is a shame that there seem to be no colliders around the bottom or sides of the structures, to stop npcs and animals from walking through the ground and walls of these structures. I dont know if theres anything that can be done about that but it would be great. reminder: I'm not expecting these changes to be made or even asking, I think they are important notes to make this a really brilliant package and want to share them.
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- #building
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Hi Razor, thanks for the quick reply. Yeah that's understandable. ah that's too bad that there is no command... but fair enough! I was hoping for another way to trigger random raids by basically using a timed execution or another one of our plugins / events to trigger the server command for this. I like chaining events into cause / effect type scenarious. To help me make more interesting ways of having players get raided. Otherwise all good. The config covers pretty much everything else the plugin needs.