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Everything posted by nivex
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heya, if there are any translation issues then please let me know. RB does not use the NpcSpawn plugin, and nothing indicates that NpcSpawn is the cause. NpcSpawn can use a fallback position when a sample fails, and it should not do that. RB uses its own NPCs. Before spawning an NPC, RB samples the navmesh. If the sample fails or no valid position is found, RB does not spawn the NPC. The spam briefly stops whenever "hongchen" kills a Scientist, which indicates vanilla NPCs as the cause. This is likely the Unity bug that many servers run into. Facepunch has added their own navmesh system. Instructions for enabling it are in their official post: https://rust.facepunch.com/news/built-different#NEwnavmesh
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Changed Status from Pending to Closed
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heya, that is mostly correct, but it is optional with Allow Ally With Lockouts To Enter if enabled, lockouts will not prevent a player from entering someone else's purchased event if they are in a team/clan/friend if disabled, the player will not be able to enter any event for the difficulty that they have a lockout for. player lockouts will never prevent a player from purchasing their own event, and this is what Buyable Cooldowns are for. player lockouts are not applied to any event in a purchased state - if it becomes inactive and defaults back to the public then it is possible. Issues with the cooldowns and messages have been fixed in the next update, if you do not receive a message then the command was not received by the plugin to begin with
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if you meant player lockouts then I do not use the words "cooldown" and "lockout" interchangeably. they are not the same mechanic. cooldown = restricts how often you can perform an action aka buyraid lockout = restricts how often you can enter an area/event if using realpve then the price must be set to 0 in data/RealPVE/RaidableBasesConfig or the player lockouts cannot work as any purchased base will use buyable cooldowns only. this has not changed though. lockouts are working normally
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yes, they should see the cooldown ui even if they were offline previously.
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hi, ok, I will look into it. you shouldn't see the cooldown ui
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heya. most of these issues I haven't heard of before and I'm not able to reproduce them by myself but it should be easy to fix. I can add any potential missing messages, and ensure that buyable cooldowns are always applied correctly though there are no cooldowns configured for admin or those with raidablebases.allow permission. a bad copypaste file can easily cause issues with a purchase, but I need an error from the server console to help with that. "They were able to purchase a base, but after purchasing, nothing spawned and no message was shown." this is a bit confusing. it is possible to press buy and not receive any response, that has happened to me and I will look into it. but if payment was taken then there is always a message.
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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you're welcome, enjoy!
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ya you're good I had to update my answer though: I need hooks to bypass this have fun
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hi, you can use the option in the profiles for that, Block Damage Outside Of The Dome To Players Inside there is also a message sent to the attacker which you can disable in the config, Show Message For Block Damage Outside Of The Dome To Players Inside
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heya, good questions! Apartment Complex will not affect RB as it doesn't spawn inside of monuments raiding windows is for softcore mode, and by default will apply to a TC one hour after the TC was placed. it's possible that it can interfere with RB after that time, and I don't think that I can bypass it unless hooks are added. raiding windows also block use of the mlrs, which I cannot bypass until a hook is added too. I don't use harmony patches in RB
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@MrIce hi, you might have some bases in the wrong profile or someone has changed the multipliers. - loot items in the loot tables with low amountMin can split multiple times. one item = one inventory slot. this can easily cause the problem. ensure all items have correct amounts set. this will affect everyone, not just you. - changing loot amount multipliers will affect everyone with these permissions, not just you. each multiplier is 1 by default "Loot Amount Multiplier": 1.0, "Loot Amount Multiplier (raidablebases.buyable.vip.pve)": 1.0, "Loot Amount Multiplier (raidablebases.buyable.vip.pvp)": 1.0, use the RB loot table editor to check your loot tables. either way, everyone gets the same amount of loot
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heya, there is no start message unless an event is started by a player. there is no message when it is started automatically by the plugin. I'll have to change that.
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@StrongWolves heya, no worries, then it would be vanilla behavior. it would not be 40 HP regardless of what you use though. each explosive type does a different amount of damage: Satchel charges: 40HP to Tier 3 workbench, 40HP to Tier 2 workbench, 275HP to Tier 1 workbench C4: 275HP to Tier 3 workbench, 275HP to Tier 2 workbench, instant death to Tier 1 workbench tested in a raidablebases event and on a pure vanilla server
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@MaxSilverhand heya, use the Base Loot table for that, and enable Always Spawn Base Loot Table in the profiles. Base Loot tables should have a few loot items you want to always spawn, like those resources. Difficulty Loot tables should contain the rest of the loot items. Move Resources Into Tool Cupboard must be enabled in the config (it is by default.) Resources Not Moved To Cupboards can exclude specific resources.
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you're welcome. that particular message would be in the server console since it was a server command. no message at all means it was not sent.
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heya, I've taken a look and may have a clue. args[0] might need to be changed to args[1] on lines 18247 and 18249 and line 18250 would need removed
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heya, I wouldn't know without a message to indicate why.