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Everything posted by nivex
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Changed Status from Pending to Closed
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thanks Jackelmyer you would want to set it to -1 though if editing the config. 0 is infinite
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Changed Status from Pending to Closed
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I'll have to keep that in mind if someone else has this issue. thanks
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@Aussie4life you would need to use rbe debug command when this happens. sounds like a bad copypaste file @Raiven_007 if you try to use the command before the plugin loads then it will say that. if you are using it afterwards and it says that then that then the base is not configured or the copypaste file doesn't exist. you can use the rb.config list command to see what files don't exist, and what you do have configured instead thank you @Gold Mysteriousand @mark bergervoet
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@Flatbush thats correct, and it does work
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heya, the plugin doesn't control this type of delay with the npcs. thats your server and/or other plugins. if your server lags then you need to lower the paste batch size in the CopyPaste config file. it pastes the bases, not this plugin
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@KayKay nah, it's a game bug. i've reported it to Facepunch and gave them the fix but it hasn't been applied yet. the bug makes no difference on a vanilla server since all damage is allowed there so there's no priority for them to fix it. the bug is that the initiator of the fire is not set to the player. no initiator means the damage is ignored by RaidableBases. if it doesn't know where the damage came from then it's impossible for it to allow or block it so it gets ignored. if it gets ignored then TruePVE handles it, and it will block the damage because it doesn't kn ow either. if it allowed the damage then players could raid and kill everyone on the server with fire, and rules/flags wouldn't do anything. I wrote a harmony fix for it (inside of a Carbon/Oxide plugin), but honestly players should just use fire that works. ServerProjectileHitFix.cs
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lol no problem. I can note it for a future update
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if you want them to use throwing weapons then they should not have guns
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I don't see a reason for it to work with smoke grenades =p it does work with normal grenades I have not tested molotov
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heya. I won't be removing turrets, but I will remove the limitation on raid bases https://codefling.com/files/sc/9913-base-turrets-question/?tab=comments
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ya, if you give them c4 they'll toss that too. if you enable Play Catch then it'll detonate when it reaches the target.
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ya, in the next update it will work as it did before. I ignore the interference for raid bases. if you don't want to wait then you can either increase sentry.maxinterference or edit the .cs yourself yield return TurretCommand(turret, () => turret.SetFlag(BaseEntity.Flags.OnFire, b: false)); needs to be added after line 6797, so that it looks like this
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heya. you can edit the copypaste config and change paste per batch to lower value, between 1 to 5
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hi, this is the new interference option added in the Rust update convars are by default: sentry.maxinterference 10 sentry.interferenceradius 40
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I don't plan to change it it should work fine with the options you have now
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Scrap, Wood, Pumpkins do not appear in Loot (resources and food?)
nivex replied to Jackelmyer's Support Request in Support
no problem I'm not interested in a dependency on another plugin (or adding bloat to support it) but if there's any features you want then I will consider them -
yes, in the next update now use sentry.interferenceradius 0 or sentry.maxinterference 1000 defaults:
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Scrap, Wood, Pumpkins do not appear in Loot (resources and food?)
nivex replied to Jackelmyer's Support Request in Support
that little hack for crossbows works for hunting bows, too. enable by adding bow_hunting.entity since it will work now case "compound_bow.entity": case "crossbow.entity": case "speargun.entity": case "bow_hunting.entity": and this code can go if (shortname == "bow.hunting") { shortname = "bow.compound"; }
