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Everything posted by HunterZ
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- 279 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`
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Thanks for this - it's super helpful! Here are some thoughts/ideas I captured while using this to make initial loot tables for my server: Left and right views using the same category order would be helpful, even if that means reordering the categories in the profile file. Navigating tables would be quicker if the left and right views were combined into one big one, with stuff in the database but not in the profile just greyed out or hidden via a toggle (may address items #1 & #8). Nivex says there's no functional difference between "disabled" and not in profile, so an option to just remove those might be useful. Adding a multiple selection of items to the loot table would benefit from "yes to all" and "no to all" options for the "already contains" popup. I keep forgetting to activate the checkboxes when bulk editing multiple-selected items, so it would be helpful for them to auto-enable when modifying the related data field. Water jug, mushroom, drone icons look wrong/outdated. When saving the current table as a different filename, the active filename doesn't change to match. Adding an item from the left list to the loot table often causes the latter to jump, such that I have to scroll back to where I was (could be related to differing category orders?). A "test" button that uses similar logic to RB to roll up sets of example loot would be useful for getting an idea of what results to expect from the current table. When editing a min/max amount, trying to backspace and re-enter a digit often erases multiple digits for some reason. RB rewrites loot table files on load, and stores the fields in a different order than the editor does. This makes it hard to compare things in a diff tool. Matching the field order would avoid this.
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I just purchased this with the mod, and have some questions about loot tables: 1. When/how do the included tables in data\RaidableBases\Base_Loot versus data\RaidableBases\Difficulty_Loot get used? In particular, does one override the other, or do they get combined somehow? 2. When/how does the included data\RaidableBases\Difficulty_Loot\Normal.json get used? (the functions of the other files in that directory are obvious) 3. RB Loot Editor warns if I have a lot of sub-90% probability and/or minimum amount zero items. Does RB not cycle through the table until it rolls up some minimum amount of loot? 4. Is there a functional difference between an item being in the loot table with max=0 or probability=0, versus not being in the table at all? Thanks!
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- 279 comments
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- #updates checker
- #plugin
- (and 5 more)
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Thanks for this. I waited a long time to install it because I was afraid the setup would be cumbersome, but it auto-populated the list - very impressive! It would be nice if it included a command to generate a Discord test message/update, so that we don't have to wait for an update to be found to know if webhook integration is working. Might also be nice to have an option for it to edit the Discord message to include the last update check time and status even when no updates were found.
- 279 comments
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- 2
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- #updates checker
- #plugin
- (and 5 more)