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Everything posted by ZEODE
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To begin with, your True PVE config is kinda messed up. I think you have a load of incorrect entity types in there. For example in your npc group, there is no such thing as NPCPlayerApex anymore. Facepunch removed that a long time ago. Also, in your npcscientist group, where did ALLScientist come from? There is no type known as that, also "scientist" is incorrect, there is no entity which is just called that, all the scientist have different specific names. But ScientistNPC covers all of them, so best to use that, you don't need additional things in there. In your npcmurderer group you have "Murderer", "NPCMurderer" which don't exist. scarecrow is the correct entity name, or you could just use ScarecrowNPC as the type name. This relates to both the Scarecrow and Mummy NPCs (collectively called scarecrow but with random kit of one or the other). I don't think Murderers exist anymore, plugins which spawn Murders just use Scientists wearing custom kits and with the breathing noises. So I think regardless of this issue, you must be or will have issues with your TruePVE config. It needs going through from a fresh default config IMO and setting up again to make sure it's all good. Keep in mind that the order of the rulesets also plays a role in how it works. I wish I had time to go through it all for you and work it out, but I do not. All I can tell you is, its working fine on ours and many other servers with TruePVE. maybe there will be some help on the TruePVE plugin page and support topics.
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Please give more info, what changes did you make, what have you tried since?
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I'm looking into it, I have seen that a few times on my server with occasional players. I'm working on a fix which should be out soon. I think its a issue with horses spawned by Vehicle Licence. Do you use that plugin?
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Yeah, I did consider something like this, but I figure at some point someone else will ask for something else to be protected, so doing it my way will mean people can add whatever they want to their own list.
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Changed Status from Pending to Can't Reproduce
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No need to be like that, You don't give a great deal of useful info when you report an issue. I need as much detail as possible otherwise its near impossible to help. I had to prise every bit of information about this issue out of you. I asked you a question, but you didn't answer it. I can only help you so much if you give me little to go on.
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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I have just added a config option where you can add a list of entities which should always be blocked from damage. This will be on the next update. This should mean you can keep your existing TruePVE config while still protecting whatever entities you list (by prefab name).
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Hi, my plugins already use TruePVE API to take over/handle damage by Helis called by my plugin. I'm pretty sure your TruePVE config needs tweaking to get this working as you want. For example, you have If I read the documentation for TruePVE correctly, this overrides protection and allows damage to entities you own, so although you have the immortal flags for boxes and doors, because you have those additional flags above, I assume that is allowing the damage. Helis called by my plugin sets the owner of the heli to the player who called it, I imagine this would cause the damage to those entities which you are seeing. We use TruePVE on our servers with my plugins and we have no issues. My plugin does not distinguish between building blocks and deployable entities. It will either allow or disallow damage to all entities it hits depending on the config. So if you want to allow players to damage their own entities, but want to block their called helis from doing so, that it outside the scope of this plugin currently.
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Hi, the Rust update didn't change anything that would cause this. We also use TruePVE on our servers and its functioning correctly. Please post your Bradley Drops config so I can check it at least, but otherwise it is a TruePVE config issue. The important flags in TruePVE config for Bradley and other NPC is this, make sure your entity group set for NPC looks something like this: { "name": "npcs", "members": "ch47scientists.entity, BradleyAPC, HumanNPC, NPCPlayer, ScientistNPC, TunnelDweller, SimpleShark, UnderwaterDweller, Zombie, ZombieNPC", "exclusions": "" }, And then in your rulesets, you should have this: "npcs can hurt players", Or if you rather, you can remove BradleyAPC from npc group and create its own group, like: { "name": "bradley", "members": "BradleyAPC", "exclusions": "" }, And then in your rulesets, you should have this: "bradley can hurt players", Let me know how you get on
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The only time they won't take damage which is controlled by my plugin is if they are still falling from the sky. But then a message would appear in chat, so either your player didn't see the message, or something outside the plugin was affecting it.
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Please check that you have this option in the data file set to true:
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But was there a message in chat about not being able to damage them? Has it happened again since?
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Please refer to the instructions on the ServerRewards documentation on adding items to the SR shop. All you need in addition for Heli Signals is the custom Skin ID which is available on the documentation page for this plugin. I always recommend adding the item to reward shops, not the command. Keep the command for using in chat only.
- 415 comments
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- #helicopter
- #helicopters
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Changed Status from Pending to No Response
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had the tanks landed properly, did the player get a message in chat about not being able to damage them?
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- 273 comments
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- #bradley
- #bradleyapc
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Please give information about how and when this happens
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Changed Status from Pending to Closed
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Ahhhh, there ya go. Carbon is not yet officially supported by this plugin. As soon as I get time I will try and get around to sorting this issue.
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Never mind, it seems to be working now. But it doesn't seem to trigger at the time we set in the config (19), it triggers an hour (in-game) after (20).
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Hi, we are having an issue where graveyards are not spawning. The plugin loads and seems to find a lot of spawn points: But none spawn. Junkpile decor works fine and the jump scares etc. Also, zombie horde NPC are inheriting the kits/clothing from Halloween, which we actually don't mind so much, just FYI. We are using a procgen map with only a few small custom additions. Raidable bases are spawning fine. Any ideas what could cause the non spawning graveyards though?
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Unless another plugin is interfering, my plugin will only refund the one supply signal the player throws. Are you using Supply Signal Limit ?
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Hi, do you still need help with this? Also, are you using Oxide or Carbon? Are there any error messages in the console?
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That is very strange. I have a lot of people who use this plugin, if anyone else was having this issue I would have heard about it. I also use it on our servers without issue. The only thing I can suggest is you clear your Steam download cache, and maybe even try reinstalling Rust. I don't know what data the Rust client stores, perhaps it is referencing the incorrect skin which was assigned previously when you were on your other server, I honestly don't know. It's a guess. The only skin ID that my plugin assigns is the one you see in the config. The skinID is hard coded into the plugin to populate the default config with that exact skinID. It's impossible for it to assign a different skinID other than that one when it creates the item to give the player.