maxalt
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Everything posted by maxalt
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Genius developer Mr. NIVEX, good evening. I know this is probably almost impossible, but I wanted to ask anyway: Is it possible to use keycard readers inside a raid base? It might be more of a CopyPaste-related thing, though… I just thought it could be interesting if keycards were required inside raid bases.
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Thank you very much! I’ll be waiting!!
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I just noticed something. Uninstalling BRS fixes the issue. However, a new problem appears that wasn’t there yesterday: scientists now drop the skull specified in CustomLoot. After uninstalling BRS and things return to normal, once a player kills a zombie or scientist, the issue reappears. Could this be NPC ID duplication like before? NPCs from Scientist2 (AIGen2) seem unaffected. The ones impacted might be regular Scientists and Heavy Scientists.
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Just in case, I’ll let you know what I changed since last season. I increased the number of bots — it’s currently 896. Also, it feels like scientists have disappeared from the Military Base. I’m not sure if it’s related, but I wanted to mention it.
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Hello. Since this season, I’ve been seeing a slightly different kind of overlap with scientists compared to before. The issue is that scientists at certain monuments (Missile Silo, Military Tunnels, Deep Sea) seem to be turning into zombies prepared by BRS. However, their appearance doesn’t change — when engaged, they behave as normal scientists. But their loot is inconsistent: sometimes it’s scientist loot, and other times it’s only the zombie skull from CustomLoot. When killing a scientist, the following log appears: WT Zombie[881334] was killed by ???[7656119] at (993.05, -13.29, 1787.35) WT Zombie is supposed to be assigned only to zombies at the Water Treatment Plant, but this kill happened at the Missile Silo.
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Thank you for such an incredibly fun plugin! I had a quick question: if I create a custom permission node using addtestpermsnode and assign permissions from another plugin to it, what happens if a player acquires that node and then performs a respec while those permissions are active? Will the permissions remain while all skill points are reset, allowing players to exploit this as a workaround?
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Long time no see. It seems this issue still hasn’t been resolved. I changed the button name to something completely different, but the problem where the button disappears after opening and closing the SkillTree still persists. If I open and close a UI like the recycler, the button comes back. There are no other issues, but it’s a bit inconvenient to use.
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- 1,573 comments
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- #leveling
- #progression
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- 52 comments
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- #hud
- #minimalist
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(and 9 more)
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・Currently on my server I spawn zombies using BotReSpawn and I also have LootDefender. If a drone that I own kills a zombie, can the loot be restricted so only the owner of that drone can loot it? (I’d like to know how the integration with LootDefender works.) ・I want drones (and other related items) to be purchasable only via the shop plugin, and not via a drone vendor. Is there a way to avoid creating a drone-vendor? ・Regarding drone durability: can I set it so that when the drone attacks, its durability decreases? In vanilla Rust weapons often don’t break despite low durability—but with this plugin, how does it behave? Ideally I’d like the drone or the weapon mounted on the drone to lose durability and eventually break when used heavily—can this be done?
- 108 comments
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- #drone
- #iqguardiandrone
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- 1,573 comments
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- #leveling
- #progression
- (and 19 more)
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- 1,573 comments
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- #leveling
- #progression
- (and 19 more)
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- 1,573 comments
-
- #leveling
- #progression
- (and 19 more)
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- 52 comments
-
- #hud
- #minimalist
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(and 9 more)
Tagged with:
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Thank you for the quick reply! Really? That’s great to hear! At the moment, turrets that are mounted on ceilings or walls will only detect players after they are attacked. If the player doesn’t shoot first, they can simply walk past the turret without being targeted, which defeats the purpose of having a turret at all.
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Nice to meet you! I have a question. Does this plugin also apply to auto turrets that are generated inside Raidable Bases? Currently, I’m using Raidable Bases built with Fortify. I have turrets placed on walls and ceilings, but in that state they don’t seem to correctly detect players. If this plugin can apply to those turrets as well—so that any turret, no matter how it’s placed, can correctly detect and attack players—then I would buy it immediately.
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- 25 comments
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・Currently on my server I spawn zombies using BotReSpawn and I also have LootDefender. If a drone that I own kills a zombie, can the loot be restricted so only the owner of that drone can loot it? (I’d like to know how the integration with LootDefender works.) ・I want drones (and other related items) to be purchasable only via the shop plugin, and not via a drone vendor. Is there a way to avoid creating a drone-vendor? ・Regarding drone durability: can I set it so that when the drone attacks, its durability decreases? In vanilla Rust weapons often don’t break despite low durability—but with this plugin, how does it behave? Ideally I’d like the drone or the weapon mounted on the drone to lose durability and eventually break when used heavily—can this be done?
- 108 comments
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- #drone
- #iqguardiandrone
- (and 8 more)
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I didn’t notice your reply… Actually, since then I’ve set up RustAdmin to automatically execute the quit command at a fixed time every day. When the server is shut down with the quit command, the players’ team information isn’t deleted upon restart, so I’m no longer using your plugin. Sorry about that.
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