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Dr.D.Bug

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Everything posted by Dr.D.Bug

  1. Dr.D.Bug

    Raidable Bases

    @nivex This is our current configuration for the player build stuff "Do Not Destroy Player Built Deployables": true, "Do Not Destroy Player Built Structures": false, Although the Player built Structures is set to false, the structures within the RB dome will not dissapear
  2. Dr.D.Bug

    Raidable Bases

    @nivexhope you'll get well soon. Question: Since last update the event buildings from players will not be longer automatically removed. Unfortunately, I can't find the right line in the configuration where I can activate it again. Has the config changed in any way?
  3. Dr.D.Bug

    Raidable Bases

    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
  4. Dr.D.Bug

    Raidable Bases

    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?
  5. Dr.D.Bug

    Raidable Bases

    It is set to true: "Lock Raid To Buyer And Friends": true, In addition i'll send you our config by PM
  6. Dr.D.Bug

    Raidable Bases

    buyraid is the only permission for default players and this is also my permission, with whom i tested in playermode as i said before
  7. Dr.D.Bug

    Raidable Bases

    i did my tests in playermode only
  8. Dr.D.Bug

    Raidable Bases

    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:
  9. Dr.D.Bug

    Raidable Bases

    The cooldowns in section "Cooldowns (0 = No Cooldown)" in RaidableBases.json for "Normal Users": ... for example... "Nightmare": { "VIP Permission: raidablebases.vipcooldown": 1800.0, "Admin Permission: raidablebases.allow": 0.0, "Server Admins": 0.0, "Normal Users": 1800.0 }
  10. Dr.D.Bug

    Raidable Bases

    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
  11. Dr.D.Bug

    Raidable Bases

    In the Logfile raidablebases_despawn-*.txt you are logging the despawn time from each base. Is it possible to view/log the starting time also? It would be nice to see how long each base will take to raid. Unfortunately the console log does not log any timestamp which would also help in this case
  12. Dr.D.Bug

    DeathPenalty

    It would be nice if we could also subtract some zLevel instead of Economics or Server Rewards
  13. 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\VendingPresets
    Free
  14. 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
  15. Dr.D.Bug

    Timelines Custom Map

    Not testet yet, but nice SciFi-Timetraveler Concept. Looking for testing it somewhere.
  16. Dr.D.Bug

    Raidable Bases

    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
  17. Dr.D.Bug

    Catamaran

    Version 1.0.0

    327 downloads

    I used this prefab slightly modified in my waterworld monument prefab, which is of course inspired by the movie waterworld. Prefab Count: 144 This is a standalone prefab without any further terrain modifiers
    Free
  18. Dr.D.Bug

    Aggro Range?

    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?
  19. Dr.D.Bug

    Armored Train

    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?
  20. Dr.D.Bug

    Raidable Bases

    Sometimes in some regions where the raidbases could spawn there is a different letter (C) visible instead of the green or red X marker in the grid view. What does this mean?
  21. Dr.D.Bug

    BotReSpawn

    The bot gear and the fact that a player is killed by a bot has nothing to do with their respawn properties or their sleeping bags. You must have a completely different problem.
  22. Version 1.0.0

    597 downloads

    Simple Garage Prefab with 2 x Car Lift 1 x Workbench Tier 2 1 x Repair Bench 1 x Vending Machine with Engine Parts Tier 3 (high) Prefab Count: 182
    Free
  23. Dr.D.Bug

    BotReSpawn

    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
  24. Dr.D.Bug

    Bicycle

    Version 1.0.0

    192 downloads

    Just a bicycle Prefab-Count: 138 This is a standalone prefab without any further terrain modifiers
    Free
  25. Dr.D.Bug

    Error compiling after Update

    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
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