maxalt
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Everything posted by maxalt
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Thank you very much. Actually, one of the players on my server recently got shot down by a SAM site they had placed themselves while flying a minicopter, and I was trying to figure out how to prevent that. I’m sorry for suddenly changing the topic from RaidableBases to something completely different… But I truly appreciate your help. Just to confirm, does the TruePVE config you shared mean the following? Players cannot damage structures or deployables owned by other players, but can damage structures from RaidableBases. While flying in a helicopter or minicopter, they might get shot by static SAM sites (like the ones at the Launch Site), but not by SAM sites placed
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I’m really sorry to bother you again… This time, I have a question about integrating with your masterpiece plugin, TruePVE. On my server, TruePVE is being used to enforce PvE rules. Is the following configuration possible? Allow players to raid PvE raidable bases without allowing them to damage other players’ bases. As far as I can tell, damage between players is properly blocked. However, if I block damage to structures to prevent base raiding, it also prevents damage to raidable bases—so in order to allow those to be raided, I end up having to allow player base damage too. I’m trying to find a way to solve this. Please, I would really appreciate your help! TruePVE.json RaidableBases.json
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Thank you very much! I truly appreciate it!
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“Allow Max Amount Increase From Difficulties Disabled On A Specific Day Of The Week”: false Is it okay to leave this as false? On my server, I’m happy as long as scheduled events work.
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You are truly a genius. Even with the RaidableBases pack I purchased, I was having the same issue, so I was really struggling to figure out the cause. Also, sorry, but may I ask two more questions? I want only Easy and Nightmare bases to spawn randomly via scheduled events, but Medium bases are still appearing. For some reason, Medium bases in PVE raidable bases aren’t being assigned an owner, but Nightmare bases are. The configurations for Profile/Medium and Profile/Nightmare are almost identical, so I’m not sure why… Medium Bases.json Nightmare Bases.json RaidableBases.json
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So, does that mean there’s nothing wrong with the config file or the copypaste file? Is there anything else I can do on my end? By the way, this is based on the data I just confirmed in-game in Rust. Regardless of whether they were indoors or outdoors, about 30% to 40% of the auto turrets had no weapons installed. NightmareBase4.json
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Please! NightmareBase2.json
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This is a follow-up to a previous question I asked. Some of the auto turrets in a base I created with Fortify are starting up without any weapons attached, even though the settings are configured as shown below. Is there another setting I need to change elsewhere?
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When a player purchases an item via the Shop, the following log is generated: [06/09/2025 22:47:49] Player ?? (76561198) bought items for 100$: [ITEM-6] diesel_barrel(DN: Diesel Fuel, SKIN: 0). However, in reality, each diesel_barrel is set to a quantity of 50, so in this case, it means the player actually purchased 2 units. Is it possible to display the quantity like this instead? [06/09/2025 22:47:49] Player ?? (76561198) bought items for 100$: [ITEM-6] diesel_barrelx2(DN: Diesel Fuel, SKIN: 0).
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I did it!!! I actually shouted out loud!! Thank you so much!!!
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The skull is included correctly, but I would like to remove the original loot from the corpse. Also, it seems that the skull does not have the bot’s name on it. Could you please tell me how I can fix both of these issues?
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By the way, is it okay to set “enabled” to true in this part? "BotReSpawn-Substation_Small_2 0": { →"enabled": false,← "lootTable": "default",
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I’ll give it a try! Thank you so much!
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Thank you so much! Can the entire setup process be done through the in-game /botrespawn GUI?
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errorlog↓ Failed to call hook 'CmdConsoleShop' on plugin 'Shop v2.3.1' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.Shop+ShopItem.ToDictionary () [0x00131] in <2f4f43ec1f7e442b8546d6949f594319>:0 at Oxide.Plugins.Shop.EditUi (BasePlayer player, System.Int32 itemId, System.Boolean First) [0x00054] in <2f4f43ec1f7e442b8546d6949f594319>:0 at Oxide.Plugins.Shop.CmdConsoleShop (ConsoleSystem+Arg arg) [0x01792] in <2f4f43ec1f7e442b8546d6949f594319>:0 at Oxide.Plugins.Shop.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0245e] in <2f4f43ec1f7e442b8546d6949f594319>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <8cb2d664f1574f2b96d53f1c1869d96a>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <8cb2d664f1574f2b96d53f1c1869d96a>:0
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Up until now, I’ve been adding and removing items by editing /Shop/Shops/Default.json directly. However, after trying to manage the shop in-game, I encountered the following error when clicking the edit button for items that were added via the .json file. Do I have to edit items added via .json only through the file itself? Items added from within the in-game Shop UI can be edited and deleted just fine.
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I would like to use this plugin together with BotReSpawn for the following purpose. On my server, I make the bots look like zombies using a kit, and I set MurdererSound to true to create a zombie-themed server. I want each zombie corpse to drop only one Human Skull as loot. Could you please tell me the steps to achieve this?
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target_noobs was set to false. You are a genius. Thank you so much! BotReSpawn is the best plugin ever!!!!!!!!!!!
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I forgot to mention, but there are times when they attack and times when they don’t.
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I’ve placed bots in the world, but they don’t attack. Peacemaker is set to false. I'm using TruePVE — could that be affecting it?
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First of all, thank you for creating such a beautiful and easy-to-use plugin! I'm using multiple plugins, and I use this Shop to execute commands and more. However, when I open the Shop UI, images loaded from external URLs initially appear completely white. Once I switch categories and come back, the images display properly. Would it be possible to have the images display correctly from the start, without having to switch categories?
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Should I avoid pasting .cs files here? KeycardNotify.json KeycardNotify.json