-
Posts
1,615 -
Joined
-
Last visited
Content Type
Profiles
Downloads
Forums
Store
Support
DOWNLOADS EXTRA
Services
Everything posted by ZEODE
-
Thanks for the reply, glad to see it’s not just me that’s seen it happen. I don't think I have any other plugins that would despawn game objects in such a way. I will update when available and hopefully that will fix it
-
Hi, no error messages in console. I thought maybe my config isn't right, does inactive time somehow overide the loot time somehow?
-
Some players reported bases despawning before their timers had ran out. I tested this myself and sure enough the Nightmare base I was raiding despawned before my despawn timer had finished. My config has this: "Minutes Until Despawn After Looting (min: 1)": 45, "Minutes Until Despawn After Inactive (0 = disabled)": 20, "Minutes Until Despawn After Inactive Resets When Damaged": true, I thought maybe the Inactive timer was overiding the Looting timer after the TC is blown. So I kept causing damage to the base but it still despawned with about 20 minutes left of the "After Looting" timer left. Am I doing something wrong here? Thanks.
-
- 72 comments
-
- #rust
- #marketplace
-
(and 7 more)
Tagged with:
-
- 72 comments
-
- #rust
- #marketplace
-
(and 7 more)
Tagged with:
-
Yes it will work with Kits, either via the UI or edit the json in the data folder. If you use the Kits UI it should get all the relevant info. If editing manually, the item is "box.wooden.large" and the SkinID is "2618923347". I have no plans to add loot options right now, but that might be good for a future update for sure. For now though, I recommend ExtraLoot. Its a lightweight plugin which can add extra items to whatever crates/boxes you configure and can handle custom skinned items. For example in ExtraLoot config you would put something like this to add them to elite crates: "crate_elite": [ { "1. Shortname": "box.wooden.large", "2. Chance": 10.0, "3. Minimal amount": 1, "4. Maximal amount": 1, "5. Skin ID": 2618923347, "6. Display name": "Personal Marketplace", "7. Blueprint": false } ] Hope this helps.
- 72 comments
-
- 1
-
-
- #rust
- #marketplace
-
(and 7 more)
Tagged with:
-
- 72 comments
-
- #rust
- #marketplace
-
(and 7 more)
Tagged with:
-
Have you added Marketplaces within the config of CNewItemManager ? My plugin has a check within CanPickupEntity to make sure it is only dealing with a marketplace before it returns any value for CanPickupEntity. It's strange that CNewItemManager calls a method within CanPickupEntity which if it returns true, it then returns false in the oxide CanPickupEntity hook. Doesn't seem logical to me. I wonder if the author of that plugin made a simple typo, or maybe I am missing something. I cannot control how another dev handles this hook. I have reached out to them. For now, if you check your PM I will send you a simple fix which will work for you until the issue is resolved properly.
- 72 comments
-
- 1
-
-
- #rust
- #marketplace
-
(and 7 more)
Tagged with:
-
Sorry! Of course you are right, I didn't realise I made some changes and used an older version of the kits data file which had incorrect weapons and items in belt. All good now. Thanks.
-
Update: I got home from work and tested this myself, as soon as I get inside the dome/zone radius from a raidable base, I hear slash/hacking noise of a salvaged axe hitting me and hurting me, as if multiple NPC are hurting me, then I die and I see the same death reason as my players with med or salvaged axe. Also, the NPC are not attacking, they are mostly stationary, sometimes walking about with weapons holstered, sometimes not. This is only since I updated to the latest version. I have not yet updated the Tier 3 bundle. My NPC kits only have projectile weapons and nothing in the belt other than the gun.
-
My players are reporting being insta killed by bots as they approach bases with odd reasons for death, see screen shots.
-
- 72 comments
-
- #rust
- #marketplace
-
(and 7 more)
Tagged with:
-
I couldn't recreate this issue on my test server. but I have added an extra check on that hook which should stop any potential conflict with other plugins in the future including the one you mentioned. For further support requests please use the Support section so I can properly mark it fixed etc. Let me know if it did the trick or if any other issues
- 72 comments
-
- #rust
- #marketplace
-
(and 7 more)
Tagged with:
-
Changed Status from Work in Progress to Closed Changed Fixed In to 1.1.8
-
I mean, the way it works in BotSpawn, ie when you start hacking the crate the bots spawn. And yeah, I mean crates that spawn too rather than dropped by CH47, not the ones on Oil rig though. But an option for when it’s dropped would also be good.
-
Oh ok, is there any reason why we could t have the hackable crate as an available event too? We had This set on our servers with BotSpawn.
-
Also wondering this, in BotSpawn it had HackableLockedCrate as an event option. In new version this is not added, I tried to add it manually but doesn't work. Is it not yet added? Thanks.
-
Amazing plugin and a must have for any PvE server, players love it! By far the best bot plugin out there, so many configurable options and very easy to set up. Dev support is exceptional, that alone is worth the price, which isn't even that high for the amount of work and time gone into this plugin.
-
Changed Status from Pending to Work in Progress
-
Yes I am aware of this issue. Because of the massive changes to NPC by Facepunch this plug-in is currently broken. I have started working on a new version but it’s not ready yet. I hope to have a new release in a few days.
-
A quick look at the prefab list suggests that the each fishing village type is one large prefab rather than made up of component prefabs. e.g. assets/bundled/prefabs/autospawn/monument/fishing_village/fishing_village_a.prefab assets/bundled/prefabs/autospawn/monument/fishing_village/fishing_village_b.prefab assets/bundled/prefabs/autospawn/monument/fishing_village/fishing_village_c.prefab There are various other platforms which might be suitable though for what you need. You'd have to look at them all and decide which fitted best for you. Alternatively I have seen servers where marketplaces are placed on existing fishing village platforms, they are spawned over the top of existing cosmetic structures which are therefore clipped inside the marketplace, but it still allows people to walk along the platforms and doesn't cover anything important, maybe that would be an option?
-
Thanks, glad you like it! Kits is already supported, simply add kit names to "KitList" in the data file, to have NPC spawn with a random kit from the specified list. In the absence of Kits plugin the NPC will spawn with default attire and inventory. If Kits plugin is loaded and only one kit named in the list then they will spawn with that kit only. Remove all named kits from KitList to have them spawn default kit again. Example kits: "KitList": [ "kit1", "kit2", "kit3", "kit4" ], Keep in mind that Scientists should not spawn with melee weapons in their belt, only projectile weapons that shoot bullets. Anything other than this causes odd behaviour and they do not attack correctly. I considered spawning a heli from grenade, but I don't think that will work all that well. Unless it called a heli to that location, but then there are already plugins out there that do that already.
- 31 comments