-
Posts
140 -
Joined
-
Last visited
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Support
DOWNLOADS EXTRA
Services
Everything posted by miniMe_rust
-
Yes to the first question, no to the second. You can configure who can loot owned items or teammates through the /sprules chat command. But - to my best knowledge - this doesn't apply to NPCs and who killed them. You can even prevent other players from looting your player-called supply drops (but not Excavator drops). All in all this is a solid plugin. I use it myself on my 2 PvE servers and it just does the job.
-
Body Bags of Teammates not lootable inside team base
miniMe_rust posted A Support Request in Support
Hey there, a player reported a problem with seemingly loot protection overshooting. The player's teammate died inside the team's base (both players authed on TC) and turned into a bag. The player tried to recover his teammate's inventory by looting the bag - but couldn't due to the bag being protected. We did a little experimentation today and repeated. The player's teammate committed suicide inside the player base. While there was still a dead body looting was still possible, but as soon as the body turned into a bag looting was no longer possible. This shouldn't happen. Here is the relevant part of my rules config (carbon/data/SimplePVE/RulesData.json): "Loot Rules": { "Use Loot Protection": true, "Admin Can Loot All": true, "Teams Can Access Loot": true, "Player can loot other player in PVP Zones": true, "Anyone can open Player called SupplyDrops": true }, Please have a look. Thanks in advance for checking. -
- 631 comments
-
- 1
-
-
- #rust
- #rust plugin
- (and 6 more)
-
Hi @nivex, I would like to suggest an idea - maybe this is something you can imagine to put into Raidable Bases: It would be really nice if players could rate the Raidable Base they just did to help server owners, something simple like "did you like this base?" and yes/no or thumbs up/down. This could then allow for some ranking analogue to rb ladder with the most liked or disliked bases., maybe top 3 and bottom 3 per difficulty. The benefit for server owners would be they see what to add more of, and which bases better to remove. I currently ask my players to do the ranking in Discord but get too few answers. Not everyone is on Discord, and even a ranking there does not guarantee the player actually did that raid. Some just like to prank. Thanks again for a great plugin worth every cent. Players love it!
-
Hi Nivex, I don't want to overcomplicate things, hence if nobody else requests anything please use your time for more important things. I actually used the Vector3 as key, but saw that it isn't stable for tugboats (yeah, no surprise ) but also not for normal bases. I then converted Vector3.ToString() to cut off every decimal but 2 places after the comma and use that as key. That works, perfect for bases ... good enough for tugboats. Overall this works for me. However, I think getting the NetId for tugboats could be another nice exercise, even though I'm not entirely sure what I'm supposed to do with it. It is probably part of the entity list and might even vanish if a raider actually destroyed the tugboat while raiding it. I really don't know if such a corner case is worth the effort and I'm better off using the NetID for tugboats. So far I get the event start, completion and end. Tugboats often drift a fair bit, so that the position changed when the event ends, which is where I lose the ownerId. But really this is a corner case, and in Discord I have all the needed info when a player asks me what happened to their base. That is all I wanted.
- 631 comments
-
- #rust
- #rust plugin
- (and 6 more)
-
Hi Nivex, thanks again for adding the hooks. I got my plugin working and get proper notifications - the key was to go through the entity list and look for privs in there, fall back to entities if no priv is found (tugboat, shelter). So far, so good. I wonder if hooks could be improved if bases had a unique id generated at event start ownerId and structure type (tc, tugboat or shelter) would be sent at event start subsequent hook fires would include the same unique id for the same base If done in such way one could dump all needed information (especially base owner, base type) into a dictionary and have the info available throughout the entire raid event. The alternatives are a little ... unstable. The Vector3 is not necessarily stable, e.g. for a tugboat, so you can't use it as a key. The same goes for entities or even TCs - they often get destroyed. Also there can be entities from random players giving ambiguity while getting the ownerId. A unique ID for the base would potentially solve a lot of those problems (and maybe create new problems on your side, oof) It might be my lack of experience, but implementing your hooks were a nice learning opportunity for me and gave me those ideas. Thanks again Nivex, you rock!
- 631 comments
-
- #rust
- #rust plugin
- (and 6 more)
-
Hey @fullwiped, I can't speak for @Iftebinjan but to me it looks more like a problem with Armored Trains not considering PvE environments. Plugins like SimplePvE recognize e.g. ZoneManager or other event zones like Raidable Bases etc. and let them manage damage and stuff regardless of the surroundings being PvE. This happens transparently and works fine. In my eyes the right call would be to reach out to the Armored Trains author and ask them to check whether they can establish such a zone around their event train to allow proper function also in PvE environments. Just my 2 cents.
-
- 631 comments
-
- #rust
- #rust plugin
- (and 6 more)
-
Thanks nivex, I will check my config and make sure the owner is not removed ("Remove Ownership From Bases" and "Remove Ownership From Containers" are both true by default). If I understand you right, I could get the ownerId for instance by checking the first element in privs (will likely contain only 1 in most cases) and reading the ownerId from there. I'm asking because in line 846 there is a call to "TrySetOwner" if the boolean "anon" is false. This seems to depend on "saranon" and might be another pitfall to reliably get the ownerId. Thanks again for your swift reply. I know how to go from here. OnAbandonedBaseStarted(Vector3 center, float radius, bool AllowPVP, List<BasePlayer> intruders, List<ulong> intruderIds, List<BaseEntity> entities, List<BuildingPrivlidge> privs, bool canDropBackpack, bool automatedEvent, bool attackEvent)
- 631 comments
-
- #rust
- #rust plugin
- (and 6 more)
-
Hi @nivex thanks for adding the hooks. I'm currently looking into including those into my logging and got a quick question. "OnBaseSkipped" <- does this one only fire when a base is skipped and just despawned without conversion, or does it also fire when you manually run `/sab` (or when the periodic background scan runs) when the base is not yet eligible to become abandoned? If that hook would fire for "not yet eligible" bases, according to your description only the "OnAbandonedBaseDespawn(List<BaseEntity> entities)" would be usable to signal such a base being removed. But it wouldn't provide the base owner or location. Maybe I'm overthinking this EDIT: It seems only for skipped Bases / Tugboats / Shelters the owner is passed in the signature. As I understand in that stage where e.g. OnAbandonedBaseStarted (or a subsequent hook) fires the ownerId would already have been removed from the entities so that the available info would be "a base became abandoned" but the original owner would be lost. Do I oversee something? Thanks again for your great work!
- 631 comments
-
- #rust
- #rust plugin
- (and 6 more)
-
- 202 comments
-
- #jtedal
- #mad mappers
-
(and 7 more)
Tagged with:
-
Loot Protection not working for player-called airdrops
miniMe_rust replied to miniMe_rust's Support Request in Support
Hey there! I see that in v1.2.11 you addressed looting of player-called Supply Drops. However, what I can see in code is that you're not handling Excavator-called supply drops. Which is fine, but probably deserves a hint either in the plugin's page here on Codefling, or in the /sprules. Otherwise you likely disappoint players who think all player-called drops are protected, but in fact are not if called from Excavator. Thanks for the update, I will definitely check it out - but probably need to stick to my other plugin to also protect Excavator drops. Truly happy to see you teach SimplePVE new tricks. -
Your rules look fine. You prevent player to player damage, but NPCs should give damage. Please check the output of server.pve in F1 console (should say false) as well as o.plugins (If you're on Oxide, or c.plugins if you're on Carbon) to list all the plugins you have installed. Chances are you either set server.pve to true, or another plugin is preventing NPC to player damage.
-
Raidable Bases Mega Pack (Easy to Nightmare 210 Bases)
miniMe_rust commented on fullwiped's file in Bases
Hey there, here is a quick feedback regarding your suggested configuration to get rid of autoturrets (especially for easy bases). The configuration snippet you provide for Raidable Bases does not work. I have asked in the Raidable Bases support area, and nivex pointed me to this corrected configuration snippet. I have tested it, and when configured like so the autoturrets are removed from my (easy) bases as intended: "Kill These Prefabs After Paste": [ "autoturret_deployed" ], The important part is, that you can only put the prefab shortname, but neither the entire path nor the prefab shortname with .prefab extension. I hope this helps to improve your config example, and ultimately other buyers of your bases pack. Thanks again for putting up this nice collection of bases! There are some really nice bases in there, players love them!- 6 comments
-
- 1
-
-
- #raid bases
- #base
-
(and 33 more)
Tagged with:
- #raid bases
- #base
- #bases
- #base pack
- #base package
- #raidable bases
- #mega pack
- #raid base pack
- #base design
- #rust bases
- #base packages
- #raid base
- #raid bases pack
- #raidable
- #raidable base
- #raidable base pack
- #raidable base package
- #rust base pack
- #raidable bases pack
- #raidable base packages
- #raidable base easy
- #raidable base medium
- #raidable base hard
- #raidable base expert
- #raidable base nightmare
- #raidable bases full
- #raidable bases package
- #raid base package
- #raid base easy
- #raid base medium
- #raid base hard
- #raid base expert
- #raid base nightmare
- #easy to nightmare
- #base build
-
Thank you! I get why you say CopyPaste should implement replacement of items, and I agree that such functionality should be placed there. However, I have some doubts that such replacement will ever be implemented, because there is no reason to limit what CopyPaste can do - just because one plugin (Raidable Bases) with their use case depends on it. Nonetheless it doesn't hurt to ask. Killing the autoturrets worked when I removed the first line with the full prefab path and only left the short prefab name as you suggested. I will send a notice to the creator and hint him to the correct configuration.
-
One more question: I've purchased a bunch of bases which came with autoturrets deployed - not good for easy difficulty. The creator pointed to the Raidable Bases config: "carbon/data/RaidableBases/Profiles/Easy Bases.json" and said in order not to have autoturrets you can set the option "Kill These Prefabs After Paste" like so: "Kill These Prefabs After Paste": [ "assets/prefabs/npc/autoturret/autoturret_deployed.prefab", "autoturret_deployed" ], However, after reloading or even server restart I still have autoturrets in my easy bases. Am I doing something wrong, or is the option misunderstood?
-
Not sure if this has already been asked - is it possible to dynamically replace now-blocked DLC items like for instance the "storage_barrel_c" (Frontier horizontal storage barrel) with the standard large storage box? I have a number of bases where now-blocked DLC storages have been used, and now raids don't have enough storage to spawn the typical amount of loot for the difficulty. It would be a great help if you could make an option to replace such storages with a standard similar storage. If that is feasible at all - otherwise server owners need to either violate ToS and spawn blocked items, or manually update their bases' json files and replace the blocked item with a vanilla item. Thanks in advance for looking.
-
Version number "1.7.4b5" causes Carbon to throw
miniMe_rust replied to miniMe_rust's Support Request in Support
Yes, it was as simple as removing the b5 from the version number in the plugin head. Once removed the plugin compiled fine and works (in Carbon) as far as I can tell. -
Failed to compile 'MonumentOwner': (Input string was not in a correct format.) at void Number.ThrowOverflowOrFormatException(bool overflow, string overflowResourceKey) at int Number.ParseInt32(ReadOnlySpan<char> value, NumberStyles styles, NumberFormatInfo info) at int int.Parse(string s) at new Oxide.Core.VersionNumber(string version) in /__w/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.SDK/src/Oxide/Version.cs:line 33 at new InfoAttribute(string Title, string Author, string Version) in /__w/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.SDK/src/Plugins/Attribute.cs:line 19 at object[] MonoCustomAttrs.GetCustomAttributesBase(ICustomAttributeProvider obj, Type attributeType, bool inheritedOnly) at object[] MonoCustomAttrs.GetCustomAttributes(ICustomAttributeProvider obj, Type attributeType, bool inherit) at object[] RuntimeType.GetCustomAttributes(Type attributeType, bool inherit) at Attribute[] Attribute.GetCustomAttributes(MemberInfo element, Type type, bool inherit) at Attribute Attribute.GetCustomAttribute(MemberInfo element, Type attributeType, bool inherit) at Attribute System.Reflection.CustomAttributeExtensions.GetCustomAttribute(MemberInfo element, Type attributeType, bool inherit) at IEnumerator Carbon.Managers.ScriptLoader.Compile()+MoveNext() in /__w/Carbon/Carbon/Carbon.Core/Carbon/src/Loaders/ScriptLoader.cs:line 478 Invalid plugin format in 'MonumentOwner.cs'. Namespace must be Carbon|Oxide.Plugins and inherited class must be Carbon|Rust|CovalencePlugin. Remedy: Edit the source .cs file and change "1.7.4b5" >> "1.7.4"
