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miniMe_rust

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Everything posted by miniMe_rust

  1. It seems update 1.7.8 re-introduced the vehicle bug - players can't mount or dismount their vehicles when inside a monument zone. Rolling back to version 1.7.6 solved that issue.
  2. You can click Updates > See Changelog > 1.7.4 > Download
  3. Same here. I first thought the player's minicopter was bugged, but another player couldn't unmount their submarine (so yes, other vehicles are affected, too). It turned out players can't unmount their vehicles when inside a monument, but when they returned to their bases mounting and unmounting worked fine again. Went back to version 1.7.4 - that solved the vehicle problem.
  4. miniMe_rust

    SimplePVE

    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.
  5. miniMe_rust

    Raidable Bases

    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!
  6. 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.
  7. 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!
  8. miniMe_rust

    SimplePVE

    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.
  9. Can you please check your OnAbandonedBaseStarted hook? It seems "privs" is empty when that hook fires. I receive data from that hook, but no privs. In other hooks, e.g. OnAbandonedBaseCompleted or OnAbandonedBaseEnded privs is populated, and I can get the ownerId without problem. Thanks
  10. miniMe_rust

    SimplePVE

    Yes, you can set the rules to disable traps (incl. Turrets) and/or prevent damage to a player from traps.
  11. 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)
  12. 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!
  13. Check the Monuments folder and find all the JSONs in there, one per monument. Open the JSONs and edit them - you need to enable each of the monuments you want Monument Owner to handle.
  14. miniMe_rust

    SimplePVE

    It usually does exactly that: The little overlay turns red and reads PVP when you're inside a PVP zone.
  15. miniMe_rust

    SimplePVE

    You need to install SimpleStatus alongside SimplePVE to get that status display.
  16. miniMe_rust

    SimplePVE

    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.
  17. miniMe_rust

    SimplePVE

    You posted your main config, but I don't see your [oxide/data/SimplePVE/RulesData.json] file which holds your configured rules. You will very likely find your answer there.
  18. miniMe_rust

    SimplePVE

    I don't see a question but a statement. What is the question? SimplePVE shouldn't interfere with being able to loot anything you don't own or is outside your TC range. But you probably have another plugin that interferes.
  19. miniMe_rust

    Raidable Bases

    Hey there, no fix, no answer, only a workaround to silence false accusations and restore peace of mind.
  20. 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!
  21. miniMe_rust

    Raidable Bases

    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.
  22. miniMe_rust

    Raidable Bases

    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?
  23. miniMe_rust

    Raidable Bases

    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.
  24. Not exactly sure what you're referring to "Team Ownership". a) Every team member can do everything within the owned monument. b) Team cool downs are something the author promised to look into at some point, he called it "the next global version". This plugin has a lot of configuration switches which can lead to strange behavior, for example flipping ownership back and forth if one team member is in monument A and the other in monument B. All explained and handled nicely by the author in the discussion and support sections. It boils down to "settings do what they say / don't change too much at a time / think". To sum it up, the plugin is very usable overall, and my personal experience with the author is that he is very active - as testified in my review. For me personally Monument Owner is a perfect fit for my servers. But every server is different. If your use case is different it may or may not suit your needs.
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