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Everything posted by Dr.D.Bug
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This is our configuration: We have 2 Zones for RaidBases and both are defined in the RB Config: "Allowed Zone Manager Zones": [ "01", "02" ], "Use Grid Locations In Allowed Zone Manager Zones Only": true, Zone Manager: { "Name": "Raidable Bases-Zone 01", "Radius": 175.0, "Radiation": 0.0, "Comfort": 0.0, "Temperature": 0.0, "SafeZone": false, "Location": "-516.6798 0.03050751 -2186.495", "Size": "0 0 0", "Rotation": "0 0 0", "Id": "01", "ParentID": null, "EnterMessage": "Du betrittst eine Raidable-Base-Zone. Hier darfst Du keine Homebase bauen! <color=red>Bitte entsorge auch Deine provisorischen Bauten und Schlafsäcke, etc.!!</color>* You are entering a raidable base zone. You are not allowed to build a home base here! <color=red>Please also dispose of your temporary constructions and sleeping bags, etc.!!</color>*", "LeaveMessage": "Du verlässt die Raidable-Base-Zone * You are leaving the raidable base zone", "Permission": null, "EjectSpawns": null, "Enabled": true, "Flags": "None" }, { "Name": "Raidable Bases-Zone 02", "Radius": 175.0, "Radiation": 0.0, "Comfort": 0.0, "Temperature": 0.0, "SafeZone": false, "Location": "-115.3868 0.03051639 -2043.284", "Size": "0 0 0", "Rotation": "0 0 0", "Id": "02", "ParentID": null, "EnterMessage": "Du betrittst eine Raidable-Base-Zone. Hier darfst Du keine Homebase bauen! <color=red>Bitte entsorge auch Deine provisorischen Bauten und Schlafsäcke, etc.!!</color>* You are entering a raidable base zone. You are not allowed to build a home base here! <color=red>Please also dispose of your temporary constructions and sleeping bags, etc.!!</color>*", "LeaveMessage": "Du verlässt die Raidable-Base-Zone * You are leaving the raidable base zone", "Permission": null, "EjectSpawns": null, "Enabled": true, "Flags": "None" }, attached pls find our config files RaidableBases.json zone_data.json
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We are using Raidable Bases with the Zone Manager. Since todays rust update we are receiving this: [RaidableBases] Allowed spawn points in 3 zones. this is correct, but the next is new... [RaidableBases] Grid initialization completed in 37 seconds and 303 milliseconds on a 5000 size map with 0 potential points. We always had multiple potential points before, even on the same map with the same config. Is anything new in the config, we have to change/add?
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Unfortunately, that doesn't seem to be in my case. Something doesn't seem right with the cooldown though. If I try to buy a new base between the end and despawn, the cooldown seems not to apply. Here is the exact process between my two hard bases with permission for normal users: Cooldown: 5400 (90min) Hardbases Time : Event <Base1 start> 08:05 : [RaidableBases] Dr.D.Bug has paid for the Hard base (raidhard2) at (-1787.3, 2.0, 792.0) in D9! 08:07 : Hard Raidable Base has spawned at (-1787.5, 2.0, 800.0). 08:57 : [RaidableBases] The hard base at D9 has been raided by Dr.D.Bug! <Base2 start> 09:06 : [RaidableBases] Dr.D.Bug has paid for the Hard base (raidhard16) at (-1638.1, 2.0, 558.0) in E11! 09:06 : Hard Raidable Base has spawned at (-1637.5, 2.0, 562.5). <Base1 end> 09:07 : Hard Raidable Base at (-1787.5, 2.0, 800.0) has ended. 09:47 : [RaidableBases] The hard base at E11 has been raided by Dr.D.Bug! 09:57 : Hard Raidable Base at (-1637.5, 2.0, 562.5) has ended. <Base2 end> So we have between start of the first and the start of the second base 61 minutes and between despawn of the first base and the beginning of the second base -1 minute Can I still have missed something here? Attached pls. find also the config:
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Question: Cooldowns I'm not sure if this question has already been asked here, so apologies if this is a duplicate post. Unfortunately I haven't found an answer on this yet. ... What does the cooldown between two bases of the same level mean? Is it the time between the completion of one base to the beginning of a new base, or is it the time between the beginning of one base and the beginning of another base of the same level? ... So far, it would be plausible for me that the cooldown is the time between the completion (inclusive or exclusive despawn - in addition to this question) of a base and the beginning of a new base. pls. help
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- 23 comments
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- 1
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- #rust
- #mechanics
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(and 5 more)
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Version 1.1.0
606 downloads
A small Shop with two Vending (Machine/Shopkeeper) and a Garage with the options to repair your car or recycle some stuff. Nice and hopefully useful nearby a highway on your next map. Prefab Count: 1891 Useful Tools: 1 Workbench LV 2 1 Repairbench 1 Carlift 1 Recycler 1 Slotmachine Loot: 2 Barrels 1 Medical Crate 1 Tool Crate 1 Tech Parts Spawner: 2 NPC Vending Spawner (Invisible Shopkeeper) with Custom Profiles To integrate Prefab in your mapfile. Place it where you want it. Then apply high map, after this apply the texture map and finally break the Prefab. After that, pls. select all of the prefab and refresh spawn instances and check if them all in place or repeat the step refresh spawn instances after selecting each single loot item and apply refresh spawn instances again to place them correctly. To edit the two Shopkeeper Profiles, you need to copy them in your RustEdit-Folder ...\RustEdit\VendingPresetsFree -
Version 1.0.0
764 downloads
A small military communications center with a medium leveled Riddle. To solve the puzzle, watch out for the lights above the red door. The electrical Components have also dedicated colors associated to them. Always remember, time is running out... Prefab Count: 616 Loot: 2 Barrels 1 Medical Crate 1 Food Crate 3 Normal Crate 1 Elite Crate Required: 2 Fuses 1 green Keycard 1 blue Keycard Spawner: 5 Scientist NPC Spawner (Can be removed if required for any Bot-Plugin) To integrate this Prefab in your mapfile. Place it where you want it. Then apply high map, after this apply the texture map and finally break the Prefab. After that, pls. select all of the prefab and refresh spawn instances and check if them all in place or repeat the step refresh spawn instances after selecting each single loot item and apply refresh spawn instances again to place them correctly. Ingame Screenshots will follow soon...Free- 1 review
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- 1
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- #communication
- #small monument
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(and 3 more)
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- 11 comments
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Is it possible that samsite does not work since last update or since version 2.6.5? I can remember them working, but not exactly until which version pls. help ...could it also have something to do with the zone manager? I have now worked with zones for the first time. But outside these zones the behavior is the same
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When the guards appear, they only react to the player who made the event when they are about 40-50 meters away from the player. If the player is just a little further away, he easily can sniper the guards away without any resistance. Is it possible to change the value of the distance at which the Guards react? Maybe similar to the "Bradley Max Fire Range": for example?
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Hi, although the plugin works, we sometimes get this errormessage in our console log: Failed to call hook 'OnEntityTakeDamage' on plugin 'ArmoredTrain v1.2.1' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.ArmoredTrain+ATrainHeliHeli.SetTarget (BasePlayer player) [0x00000] in <3a50edb40ca64fc583b430a177308a80>:0 at Oxide.Plugins.ArmoredTrain+Train.BecomeAgressive (BasePlayer player) [0x00125] in <3a50edb40ca64fc583b430a177308a80>:0 at Oxide.Plugins.ArmoredTrain.OnTrainAttacked (BasePlayer attacker) [0x00000] in <3a50edb40ca64fc583b430a177308a80>:0 at Oxide.Plugins.ArmoredTrain.OnEntityTakeDamage (ScientistNPC scientistNPC, HitInfo info) [0x00086] in <3a50edb40ca64fc583b430a177308a80>:0 at Oxide.Plugins.ArmoredTrain.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00a5b] in <3a50edb40ca64fc583b430a177308a80>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in :0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0 any ideas?
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- 1 review
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- 2
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I'd like to revisit the idea of expanding the bots' weapon portfolio a bit. I would have wished that weapons, such as the water pistol or the water gun could work with these bots. Is there actually an overview of weapons that can be used by the bots in total? I'm not really expecting that, but it would be nice to know. Sorry@Steenamaroofor picking up an old topic again
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After todays Rust Update we get this error message: Error while compiling: BradleyGuards.cs(172,34): error CS1501: No overload for method `Init' takes `14' arguments Help
