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Everything posted by nivex
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ya I couldn't say. there have been no updates, so if it was working then something has since prevented it from working
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Changed Status from Pending to Closed
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heya. ok great, have fun!
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heya some plugin is blocking it then
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heya, that would be another plugin if players are authorized to the TC on entry I only block targeting when in noclip if configured, and always when in vanish only my npcs are authorized on the TC
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@MegaPihar heya mega, it's intended that players be able to kill any npc, and you can block it with the below options. there are no plans to add a delay though. set in the profiles, oxide/data/RaidableBases/Profiles "Allow Npcs To Shoot Players Outside Of The Dome": false, "Block Damage Outside To Npcs When Not Allowed To Leave Dome": true, "Block Damage Outside Of The Dome To Npcs Inside": true, "Allow Npcs To Leave Dome When Attacking": false,
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@gavin wheatley heya, just set one of them to true and it will change it for you when the event spawns. it will change once the base has pasted and gets setup by RB, that can take a minute but it happens before the event starts. otherwise look for errors if it's not working "Wooden": false, "Stone": false, "Metal": false, "HQM": false,
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Changed Status from Pending to Closed
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lol no worries! I'm glad you like the plugin, enjoy!
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hi, that is how you configure it. it will give a reward unless you're using noclip, vanish or have it set to remove admins in config.
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hi, thanks for reaching out. these are good ideas and will be implemented in the next update. I tracked down a second issue with the despawn hook which RealPVE uses, RaidableBaseTimeUpdatedBar -> AdvancedStatus -> DrawBars -> multiple network calls. similarly, limiting the amount of calls from RaidableBaseTimeUpdatedBar to AdvancedStatus minimized the issue, but it would really help to reduce the amount of network calls inside of DrawBars. you could start by removing DestroyUi where possible. destroyUi is a property in the Facepunch UI and if you were to add this to your json string then the previous ui would be destroyed whenever AddUi is called. this will help minimize any impact DrawBars might be having in other cases, and it reduces flickering. due to this, I had already implemented a 1 second debounce for the despawn hook but I will use your suggestion instead. thanks! https://github.com/Facepunch/Rust.Community/blob/f1eef905473105e7814b984bc5745d4d9cbaa006/CommunityEntity.UI.cs#L77 here is one example: public static void DrawProgress(BasePlayer player, AdvancedBar bar) { string uiName = bar.UiNames[5]; if (bar.Progress > 0f) { // add destroyUi to your json string here. the next time AddUi is called the previous UI will be destroyed before the new one is added. CuiHelper.AddUi(player, "json"); } else CuiHelper.DestroyUi(player, uiName); }
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Changed Status from Pending to Closed
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you're welcome, enjoy!
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heya np, command: /rb invite
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Changed Status from Pending to Closed
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youre welcome, enjoy!
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@TheResilienceOg hi, that's shown when you click the map marker. you can set it to the relative amounts for what it should cost to raid a particular base if they take the optimal path. the plugin cannot set costs for you, it has to be input manually. i personally don't think it's worth using, as players might argue with you about it. so that just depends on your preference really.
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you're welcome
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hi, you can block collectable eggs in your copypaste config to prevent them from spawning. this happens in vanilla too so it's not a copypaste issue "Prevent These Prefabs From Spawning": ["collectableegg"],
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hi, yes spawn points can still be blocked based on the options you're using. the rbe debug command will tell you why. try to buy a raid, use rbe debug once to toggle it on, then immediately again to toggle it off. you can figure out what's going on pretty easily with that (debug is not errors, it contains good and bad.). it will tell you where it's blocked and by what. teleport to whatever is blocking it using the coordinates it gave you. remove what is obstructing and buy again. you can enable Ignore Safe Checks and Prevent Building Until Base Spawns if need be. the last is a profile only option, so if you have spawns database set up in the config then move it from the config to the profiles instead. the latter option will block players from building while no events are active. if you use Prevent Building Until Base Spawns then you don't need zone manager zones for any reason. RB will handle all of it.