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Everything posted by Neighigh
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Trying to understand the methodology to the spawn chances here: "SpawnChanceTimes": 4, "SpawnChanceScale": 5 Is this like 'rolling' on the loot table? Right now my assumption is SpanChanceTimes = how many times the system can include it in total "rolls" for a possible spawn. Second assumption is SpawnChanceScale = the 'weighting' of a possible spawn in a loot table compared to other possible items listed. Would this mean lower numbers = less chance of the item spawning? - For now I cannot tell whether this is the case and it is making it difficult to modify my own loot tables accurately.
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Found a small issue with tool cupboards. I imagine this may be a bit tricky, but we found once a cupboard was destroyed, we could no longer damage the base or the entities attached. Once we were able to place our own, we could destroy as normal again. So for now, we have an ingame workaround, and thanks to the ingame message it seems to be something any player could figure out how to resolve on their own. I've looked at the cs file in an attempt to find what's calling on this function but I've been unlucky finding the proper edits. I'm feeling it has something to do with a privilage function like priv == null but I'm pretty lost at this point on making a no tc base damageable. Thoughts?
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Thanks! This worked too, except I couldn't delete the whole string without causing an error with the plugin loading: Error while compiling: AbandonedBases.cs(2157,82): error CS0103: The name `center' does not exist in the current context So now my file reads this instead: var center = GetCenterFromMultiplePoints(foundations); if (EventTerritory(center)) { } All seems to work fine like this
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That worked perfectly!! We now have a fully PVE server that allows people to defend and attack bases within an acceptable range, while also keeping specified structures indestructible. You've been a major part of this as we use quite a few of your resources, so thank you very much! You've got our continued support for the foreseeable future
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We've also found a way to handle RP structures that we don't want to be raided at all. Simply not including a TC and assigning a Zone via Dynamic PVP/Zone Manager with appropriate flags to keep them safe has resulted in a great way to maintain them while excluding them from Abandoned Bases.
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Testing now, so far so good! Only trouble I'm having so far is some of the structures people create on their property are 'too close' to eachother. Is there a parameter we can have available in the config to have control of this feature? I looked at the cs and it's not entirely clear to me how the plugin is going about deciding this so I'm stuck for now. - Will update more while I test this out. So far it's been non-destructive to test this on a live server with the above settings, so looks solid for what we went over so far!
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Gotcha, that makes sense now, i missed the true/false bit on that setting. I don't have anything to test this with either but I can activate it close to the end of our monthly wipe and give it a go. Would the base owners also lose the ability to loot the boxes or will it keep it's functionality for authorized individuals?
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That's pretty close to what we want! Hoping to allow the owners to keep running their bases though. I've seen this is a topic covered elsewhere and you're working on it? If so I'm a mega fan of that!!
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Looks like the lootable prompts appear for objects on cargoship, then as it's moving they stay in place as the cargo and players move away from that fixed point. We may need something that tells these to stay with the cargoship. I imagine this isn't very simple of an idea to implement but I figured it's a bug we should mention in case you are not aware
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Works perfectly! Thanks for the guidance there, this is exactly what we needed on our server!
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Yup doing so now, turns out I've not updated my game, likely the issue here. I'll log back in asap!
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This appears to be just me on my client side. Other players on the server are not experiencing this.
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Yup I totally missed that there. This totally fixed it! Any chance there's a reason I get a big black 'Rust Icon' box around the icon texts?
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No I haven't. I did not see this in a required section here. I'll get that running right away and get back to you. Thank you!
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I've downloaded the .cs plugin, and the .json config file. They seem to be doing their jobs creating the data file. However I seem to be getting a lot of arguments that look like the following: 10/10 12:07:18 | Failed to call hook 'OnPlayerInput' on plugin 'StaticLootables v1.5.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.StaticLootables+Death.GetImage (System.String url, System.Boolean isPng, System.UInt64 skin) [0x0004a] in <34ca2e5e47ab4fd7b211d6bf3de94697>:0 at Oxide.Plugins.StaticLootables+Death.GetRawImage (System.String url, System.UInt64 skin, System.String color, System.Single fade) [0x00006] in <34ca2e5e47ab4fd7b211d6bf3de94697>:0 at Oxide.Plugins.StaticLootables.Draw (BasePlayer player, Oxide.Plugins.StaticLootables+RootConfig+Interaction interaction, Oxide.Plugins.StaticLootables+RootConfig+LootableDefinition definition, Oxide.Plugins.StaticLootables+RootData+Lootable lootable, System.Boolean transition) [0x000bc] in <34ca2e5e47ab4fd7b211d6bf3de94697>:0 at Oxide.Plugins.StaticLootables.OnPlayerInput (BasePlayer player, InputState input) [0x001e7] in <34ca2e5e47ab4fd7b211d6bf3de94697>:0 at Oxide.Plugins.StaticLootables.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00245] in <34ca2e5e47ab4fd7b211d6bf3de94697>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <60c318df79ed41688ea59335e48d61ad>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <9882f28dc2204b4dba514a9ad18f5042>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <9882f28dc2204b4dba514a9ad18f5042>:0 I'm not able to loot any objects at all due to these arguments, or at least I think it's due to these arguments. Hope this helps! This plugin seems really cool and maybe I've done something wrong. I'll delete and retry right away and reply.
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Yup that's perfect for me! Thanks for working towards that direction, we're looking forward to having this happen.
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To clarify, our goal is to have PVP/Raid Bubbles on all bases/TCs at all times. The above is my understanding that we might be able to get your plugin as close to this as possible.
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Is there a way I could utilize this to keep PVP on bases all the time? We are running a 'light PVP' server and if I can make this work it would be perfect for us. I'm thinking with the current setup I could reduce the time between checks so the plugin is looking for 'abandoned' bases every hour or so, looking for base owners that have been offline inside a short period of time. If I were to put the timer for PVP to -1 would it stick around forever? Hoping to make this work as is, or with some modification.