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Everything posted by HunterZ
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So I accidentally spawned a base on top of an Oxum's, and it permanently pushed a bunch of non-player deployables out of the monument (chairs, toilet, etc.). I also accidentally did this once at Ranch on a previous wipe, and ejected all the horses out lol. Questions: Is there some way to revert them to their original positions, or are they stuck like this until the next map wipe? Is there a way to configure RB so that it ejects player deployables only, and not default ones - or a possible code fix? I noticed that player deployables all seem to have an owner while default ones don't, so it seems like maybe checking for that might work.
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- 226 comments
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- 226 comments
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Maintained and scheduled events have a "Time To Wait Between Spawns" setting. Scheduled events also have "Every Min Seconds" and "Every Max Seconds" settings, and I'd like to know how those all interact with each other because it's not obvious. Edit: It's also not obvious what the time unit is for "Time To Wait Between Spawns". Minutes?
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Thanks. I ended up adding this logic, and it does end up triggering quite a lot during Raidable Bases raids (I know this because the log shows a completed raid within a couple minutes of the log message below being spammed): foreach (var id in authorizedPlayers) { if (!id.IsSteamId()) { PrintWarning("OnStructureAttack(): Aborting due to non-player owner"); return null; } break; }
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First I'll mention that the typical hook time has dramatically reduced (from 30s to <1s) since I turned off "protect all prefabs", so I guess maybe it was animals trying to kill each other forever that was causing a lot of it lol. Regarding your suggested logic: This will only ever run one iteration of the loop, because it will either break out of the loop, or bail out of the entire method. Is this intentional?
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Ah, okay thanks. I guess I'll have to trust that the included list is comprehensive enough. I checked ownership on an RB TC, and it says: (2) Authorized Unknown: 4890063 - 4890063 Unknown: 6485344 - 6485344 I'm not sure if these correspond to the NPCs that RB spawned outside, or if they're arbitrary, but in any case they're not players.
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Another funny data point: For some reason, animals keep congregating on my base. Another player saw this while I was offline and said they were unable to kill them - and the animals were unable to kill each other - because of ORP lmao. I'm not sure what would cause this. I just tried turning off vehicle protection in case it's that, but unfortunately the user had already logged off and wasn't able to try again.
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- 285 comments
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- #updates checker
- #plugin
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I recently make a bunch of flame-raidable base designs to comprise a new Easy tier for my server, but they often seem to spawn in the water, which makes them a lot more expensive than intended. Other than tweaking the base designs, is there a way for me to tell the plugin to only spawn bases from a given list on dry land?
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Here's my config: https://pastebin.com/Xryi9qyR Interestingly, the current hook time is tiny. I wonder if what's going on is that it does a lot of work while people are taking heli and such, but is pretty much idle the rest of the time. We have a new biweekly wipe starting today, so I'll keep an eye on server FPS and hook times if I see someone tag heli. Edit: Got a spike today, and players said they didn't take heli but they did raid some Raidable Bases bases. I wonder if there's an easy way to detect those and bail out of processing more quickly?
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I'm pretty sure it's a cumulative execution time based on the following: See https://umod.org/community/rust/10414-determining-performance-usage-of-each-plugin-installed I also see the same thing with the explicit label of "Total Hook Time" when I create and view a report via the Performance Monitor plugin by ViolationHandler: https://umod.org/plugins/performance-monitor Your example of reloading the plugin also shows the number resetting to zero and then climbing over time, which is not what would happen if it was showing compilation time.
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Okay, I think what I'm asking then is for an option to also apply damage mitigation when the source doesn't trace back to a player. I don't know Rust/Oxide API or performance considerations very well yet, but it seems that this could work: have `OnEntityTakeDamage()` allow the `OnStructureAttack()` call to go through when `hitInfo.InitiatorPlayer is null` have `OnStructureAttack()` skip the `authorizedPlayers.Contains(hitInfo.InitiatorPlayer.userID)` check when `hitInfo.InitiatorPlayer is null`
