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Everything posted by Ace
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	Amazing as always nivex thank you
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	Sorry to bother you again I removed player.inventory.SafelyStrip(); line in cs, but yeah seems like RB Npc's freakout and just get stuck/freeze guess it just doesn't want to function with Wounded NPC, with other Npc's is working fine so i don't know. Npc Vs RaidableBases Npc 2.mp4
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	ok will do, sounds great, thank you Nivex.
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	Thanks Nivex as always for your lightening quick replies, I'm not sure how wounded npc works exactly in terms of hooks but with betternpc and other npcies it works just fine, I attached a short clip showing a example of what i mean that you can take a quick look at, with raidablebases npcs it seems to strip them when there wounded instead of when there actually dead so if they manage to get back up from wounded state they are naked with nothing just seeing if there is any workaround, maybe some config option in the config files or anything, asides from manually editing .cs file don't like editing plugins i didn't make something will always tend to break its not sustainble in the long term with updates and such . NPC VS RB NPC.mp4
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	Hello Nivex, im using woundnpc plugin just woundering is there anyway to make the npc's inventories to be cleared after there fully dead cause as of right now there inventory is emptied when wounded and they respawn naked with no kit, thank you.
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	right right, so they cant switch between weapons and throwables cause some NPC plugins allow that so that's why I was confused could be something to consider if you would like to implement something like that make expert and nightmare bases crazier then they already are as usual lightning replies thank you Nivex sorry for the disturbance
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	yes that's true no real reason for them to use smoke grenades. but even with normal grenades they have it in there kit but don't seem to use it same with Molotov Video Demonstration: https://youtu.be/MxK9npowyTE (this was attempted with easy base) Easy Bases.json
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	it works with Molotov's smoke grenades and normal grenades?
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	Hello Nivex, In profiles "Amount That Can Throw Weapons" is this like, throwables, grenades, molotovs and such? can you get the NPC's to throw throwables? Thank You
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	yeah true I think that's more reasonable reason I asked is players were using an empty completed base to XP farm the NPC's it was pretty funny lol as usual holy moly quick replies thanks Nivex
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	Hi Nivex, Just a quick question is there currently a way to stop NPC's respawning (when enabled) after raid is completed and final death occurs (if enabled)? Thank you
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		- #raidablebse
- #base
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	Hello Razor, your plugin is one of the most amazing plugins combined with Radiable Bases gives a a lot of depth and life to the game, it having triggers for radiable bases and other plugins is such a nice factor and a great idea so thank you Razor for such a great plugin. I saw this the other day and couldn't help but wonder, "Added extra variables to raid messages for min and seconds {1} {2} for warningRevengeGridNpc {2} {3} for warningRevengeGrid" How would I go about configuring it, after a random raid triggers there's a time delay before the raid actually happens of course as you know you set a certain amount of delay before getting raided in the config file depending on the trigger, for instance ""Raidable Base Completed Delay Before Raid chance happens":<time>" is there a way to display it ticking down in the Random Raid UI possibly the UI appears before the raid occurs, or the maybe the Game Tip? Anything at all really just informing the player how much time delay is left before the raid chance starts on there base. Apolgies for headache Razor, thank you. Kind Regards, Ace.
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	Ah yes, This did do the trick wicked! Everything works as intended now, NPC's don't shoot through walls or go through walls anymore they stick in there bubble and shoot any players within there view. Arigato! Nivex, thank you for your quick, effective and kind support. With Regards, Ace.
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	Oh, Sorry.
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	Yes I have tried doing that but the "true" and "false" aren't there after "return" if I try to add them it fails to compile. (sorry don't have the best background) I added the code you posted in your reply above but without the true and false it compiled but NPC's still don't shoot out of dome only roof campers. Apolgies if I am doing something wrong, could you tell me what I should be doing instead? I referenced images of how it looks below. As usual Thank you Nivex. (The Error I get if I paste it exactly how you wrote it "Error while compiling RaidableBases: Since 'RaidableBases.HumanoidBrain.SetTarget(BasePlayer, bool)' returns void, a return keyword must not be followed by an object expression | Line: 2976, Pos: 21")
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	Awesome! Thank you Nivex. So shall I just wait for the next update? or could you give me the file with the fix?
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	Thanks Nivex here you go,
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	Hello Nivex apolgies for the headache, when NPC's are allowed to shoot targets outside dome they refuse to do so except for the ones roof camping how can this be fixed? Video Example:
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	No wonder, I now see where you get your wonderful reputability, such a fast reply. Thank you Nivex that solved the issue I was able to force most of them in by altering the "Advanced Protection Radius" and playing a little with the "Arena Walls" matching the radiuses and increasing the stacks. Nivex your plugin is amazing, so much configurability and from what I read above I can see that you've pushed it as far as Rust can handle at its current time you've also gone as far as to alert the dev's, your plugins really give life to the game not only for me and my friends but also for tons and tons of people and for that all we can do is thank you and give our support we really appreciate your fine work. P.S. One of the best combo plugins that's key is NPC Random Raids it goes really well with your Radiable Bases. With Very Kind Regards, AceXx

 
                 
					
						 
	 
                     
                     
                     
                    