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Everything posted by nivex
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"Allow Bases To Float Above Water": false, I don't think this should be false for your application, but I don't think water settings are the right settings for this either. I could be wrong though, I have not tried such a strange setup before but it's definitely interesting! I know it's possible, as one user has done this before, but it's not easy. he had to write harmony patches to get around some of the game's limitations. just fiddle with the height settings. put them in the sky if nothing else works.
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hi, enable the ui "Lockouts UI": { "Enabled": true, "Hidden While Buyable Events UI Is Closed": false, "Offset Min": "-117.966 -149.658", "Offset Max": "-17.834 -106.342", "Panel Alpha": 0.98, "Background Color": "#242020", "Title Text Color": "#FFFFFF", "Title Embed Color": "#242020", "Title Panel Color": "#000000" }, example lockouts. ensure lockouts are properly configured: "Player Lockouts (0 = ignore)": { "Apply Lockouts To PVE": true, "Apply Lockouts To PVP": true, "Apply All Lockouts Everytime": false, "Block Clans From Owning More Than One Raid": true, "Block Friends From Owning More Than One Raid": true, "Block Teams From Owning More Than One Raid": true, "Block Players From Joining A Clan/Team To Exploit Restrictions": false, "Time Between Raids In Minutes (Easy)": 15.0, "Time Between Raids In Minutes (Medium)": 20.0, "Time Between Raids In Minutes (Hard)": 30.0, "Time Between Raids In Minutes (Expert)": 45.0, "Time Between Raids In Minutes (Nightmare)": 60.0 },
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I'll give a general answer to lockouts. 1. lockout applies to public events only (not buyable events). 2. it can easily be bypassed by an admin or those with lockoutbypass permission. 3. it does not apply to admins by default. 4. this setting can hide it when buyraid is closed, Hidden While Buyable Events UI Is Closed otherwise, the question just doesn't make any sense
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no problem! you can try the forced height setting in the profile, but not sure thatll work play around with these "Height Adjustment Applied To This Paste": -50.0, or "Force All Bases To Spawn At Height Level (0 = Water)": -50.0, "Enabled (Forced Height Level)": true, that will apply to all bases in that profile, so you can either put these into a new profile (you can have as many profiles as you want) or set individual heights per base, same spot you add the base name to. don't think this will work too well though but you can try.
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hi, you have an invalid position in the config. Block Spawns At Positions
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- 606 comments
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- #rust
- #rust plugin
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Ridiculous Question - Trumpet in Turrets
nivex replied to Bob Kazamakis's Support Request in Support
hi, fun trumpet is blocked. you can try removing this in the .cs, but it was kicking people before. Options.AutoTurret.Shortnames.Remove("fun.trumpet"); Options.AutoTurret.Shortnames.Remove("snowballgun"); Options.AutoTurret.Shortnames.Remove("flamethrower"); Options.AutoTurret.Shortnames.Remove("homingmissile.launcher"); -
@maxalt yes, they are scientists if you want to specify actual murderer prefab names then murderers will use them. if you specify only scientist prefabs then it will be only scientist loot. "scarecrow", "scarecrow_dungeon", "scarecrow_dungeonnoroam"
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@miniMe_rust its not necessary to block the spawn of deployables when the TOS option blocks it from being picked up by players. either way, its not a suitable option for raidable bases. its simply inefficient and bad on performance. spawning the entity to begin with is the only elegant solution. all others cause a further impact on performance
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@miniMe_rust hi, this should be implemented by copypaste plugin, not by raidable bases yes, that is how you kill the turret, but only by the prefab's short name: autoturret_deployed I tested it just now and the turrets are killed. @rex hi, search for rewards in the profiles. there is no specific line number, it varies oxide/data/RaidableBases/Profiles/
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hi, you can use the Alternate Scientist Loot in those profiles. the npcs are heavy scientists so they will drop heavy scientist loot unless you change it. example "Spawn Alternate Default Scientist Loot": { "Prefab ID List": [ "junkpile_pistol", "roam", "roamtethered" ], "Enabled": true, "Disable All Prefab Loot Spawns": false },
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Changed Status from Pending to Closed
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hi, it spawns 5 bases for me. the issue is not the config. that will spawn 2 to 5 bases, not 1. so it's your profiles or copypaste files. rb.config list use that command to figure it out. it will tell you what's missing, and what's configured. if the filenames are wrong, then it's not configured right. if the files are missing, then they need to be added in the copypaste folder.
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Changed Status from Pending to Closed
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you're welcome, enjoy!
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hi, it will still be in rotation. make a copy of the Medium profile and edit that copy. remove the relevant bases from the original.
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hi, I don't want to add an option per base when you can do it per profile already. there is a loot multiplier in each profile. all you have to do is put those bases into their own profile(s). you can have as many profiles as you want..
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@Grumpy Old Man heya, you can already create new difficulties with the rb.difficulty command in the documentation no plans to be able to set health modifiers for blocks though when you can already use damage scale options I might consider the ammo choices, but if you pick the wrong ammo type then it could break the turret lol