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Everything posted by nivex
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@Soller hi, it's very easy to do if you don't override Allow PVP for automated. set Convert PVE to PVP to false in config for Maintained/Scheduled/Manual Events set Convert PVP to PVE to false in config for Maintained/Scheduled/Manual Events set Chance To Randomly Spawn PVP Bases to 0 in config for Maintained/Scheduled/Manual Events set Convert PVP to PVE to true in config for Buyable Events set Convert PVE to PVP to false in config for Buyable Events set Allow PVP to false in Easy/Medium/Hard/Expert profiles set Allow PVP to true in Nightmare profile
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@mcsigu thats configured fine. nah there is no way. they need to complete their raid before buying another. what purpose would that serve? there are options for them to despawn their event if they dont like it. there is an option for them to be able to start another as soon as they complete their current raid. so i see no reason why they should have two or more consecutive raids
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@mcsigu heya, it's in the config and structured similar to maintained events. you set the amount for each difficulty, then set that total as the max buyable events. "Max Amount Purchasable Per Difficulty (0 = infinite, -1 = disabled)": { "Easy": 1, "Medium": 1, "Hard": 1, "Expert": 1, "Nightmare": 1 }, that's 5 total, so set the max buyable events to 5 "Max Buyable Events": 5, no single player is allowed to buy multiple raids at once. 5 different players can buy 1 raid each.
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3.0.7 has been released. It fixes two issues where the plugin would not spawn bases, any other issues are on your end. Be certain to update your Rust server when they release a hotfix. Hopefully one of those hotfixes will fix the broken monument markers, which cause the monument name to show incorrectly on the in-game map. See the update notes
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someone is pretending to be me by using my name and profile icon on various platforms. I don't message people, they message me. I don't add anyone as a friend, they add me. I will not message you, but you are welcome to message me. I will not initiate the conversation though. Why would I? To contact you about your cars extended warranty? I will not add you as a friend either, but if it makes you warm and fuzzy inside then you can add me and I will accept so long as you don't have cooties. Bottom line: I write to everyone in public channels like this one, so I can be held accountable, and so others can see what I've said because they might find it useful. I don't go out of my way to message anyone unless they've messaged me first.
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@nash hi, that's from copypaste plugin, but it's not caused by the copypaste plugin. it's caused by a copypaste file that has multiple oldID using the same value of 1. An item with the same key has already been added. Key: 1 "oldID": 1, you need to ensure the values are unique so they can be used as a key later in the copypaste plugin. if using fullwiped copypaste files then you need to update them.
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@Chloe_Glano deployables that are skinned that cannot be picked up are not in violation; they're decorative only. no one should be able to loot an item, or pickup a deployable, if they don't own the skin/dlc. there's a known issue with pickup of skinned deployables not being blocked, fixed soon (you can reload post-restart to temporarily fix until the next restart, too) to clarify: Items are either loose in boxes or on the ground, and deployables are placed in the world by a player (or by a plugin)
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@Tay Hi, I tested those exact steps for you using your config, once with Maintained Events, and again with Scheduled Events. Both times the base unlocks (Lock Treasure Max Inactive Time) after the configured time, the owner's name is removed from the map marker, and I received the lockout. There is no such functionality with purchased / Buyable Events, that was removed. Is that what you're asking about? Your messages are too vague.
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@miniMe_rust I can look at making the hooks more fluid like with RaidableBases, and adding some additional hooks in key areas OnAbandonedBaseEnded makes sense when you understand why. There are two lists for BasePlayer and ulong for when players are dead and offline (meaning the BasePlayer will be null, allowing you to still find them by the ulong). I can add the owners to the hook
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@miniMe_rust Heya, A and C do not exist, and B and D have the wrong signature which is why they don't work for you void OnAbandonedBaseStarted(Vector3 center, float radius, bool allowPVP, List<BasePlayer> intruders, List<ulong> intruderIds, List<BaseEntity> entities) void OnAbandonedBaseEnded(Vector3 eventPos, float radius, bool allowPVP, List<BasePlayer> participants, List<ulong> participantIds, List<BaseEntity> entities) OnAbandonedBaseStarted is called when the event is found which is 1 frame before it starts. I suppose I could add a Start and Started hook separately OnAbandonedBaseEnded already serves as a completed hook, and is before the base is despawned
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- #rust
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@nash Loot is not allowed to drop from any of these entities right now, you have them all set to false. Because loot drops are disabled, changing the "Despawn These Dropped Loot Bags When Base Despawns" setting won’t do anything — there are no loot bags to despawn or to keep. "Entities Allowed To Drop Loot": { "Despawn These Dropped Loot Bags When Base Despawns": false, "Auto Turrets": false, "Flame Turret": false, "Fog Machine": false, "Gun Trap": false, "SAM Site": false },