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Everything posted by nivex
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modded servers should be restarted daily. otherwise issues like this can happen, or worse. the machine doesn't need to be restarted daily. just the rust server
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very odd. yes it appears that the server had a hiccup and prematurely ended the raid. this means that CanUndo returned true when it shouldn't have. this just can't happen under normal server conditions i've seen this happen on rare occasion over the years. I'd like to try and fix it, but I think I'm chasing a rabbit down a hole how many plugins are you using? what is your entity count? how often do you restart? do you have an item leak? an item leak can increase memory usage, cause performance issues, in turn causing the server to behave oddly are you using a shared or dedicated server? do you have plugins that remove loot from containers that might contribute towards this problem? do you know if the user saw the event "Destroying raid base at in X minutes" message?
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hi, attach the oxide/log/RaidableBases/despawn file attach the config too also, which base was this, in what grid and owned by which player?
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Changed Status from Pending to Closed
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hi, there is an option for this in the next update
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@Delltus hi, zone pvx info is for pvp zones from zone manager - not pvp delay. it's also not maintained, hasn't been updated in 1 year and one of the hooks is out of date raid bases has its own pvp delay ui "Delay UI": { "Enabled": true, "Offset Min": "-34.488 87.056", "Offset Max": "179.631 124.804", "Font Size": 14, "Panel Alpha": 0.98, "Text Color": "#FF0000", "Background Color": "#252121", "Title Background Color": "#000000" },
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Changed Status from Pending to Closed
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no problem
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hi, this isn't possible abandonedbases.attack.time grants the time until abandoned and last seen time admins do not require abandonedbases.attack.time i will add a separate permission in next update
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- 599 comments
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@KayKay hi, players require a permission from your config. these permissions allow their base to become abandoned once they've been offline for the configured amount of time. any of these will work from your config: abandonedbases.default abandonedbases.mod abandonedbases.vip if they have multiple permissions then the highest amount of time is prioritized it's recommend that the default group be given a permission, such as abandonedbases.default, and vip groups be given a higher amount of time o.grant group default abandonedbases.default events can be configured to start automatically in the config: Run Once On Server Startup (disabled by default) Minimum Required Players Online will require X number of players be connected first I recommend setting this to at least 5 (or 25% of your average player base size) you can skip this option in favor of the below option instead Run Every X Seconds (disabled by default) this should set to at least 3600 this cannot be set less than 900 this should never be set less than 1800 as some scans can take up to 30 minutes on high entity count servers abandonedbases.attack permission this permission will allow a player to attack a base, and if the timer has expired then the base will immediately convert into an event instead of waiting for Run Every X Seconds to start it this does pair with Run Every X Seconds, and works without it too so they can hunt for raids as they would do in vanilla Automatic Conversions Disabled Between These Times will prevent an event from starting during these times you can read the update notes for a refresher on how exclude and immune permissions work
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- 599 comments
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- 599 comments
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those having issues with damage being allowed can boil this down to a few reasons truepve/nextgenpve is not installed or it is not configured correctly you have purge enabled, but you'd know this because you would have to type the sab purge command to enable it. another plugin is allowing the damage (zonemanager, dynamicpvp, etc) you have zones allowing this damage, see #3, and is easily fixed by adding the appropriate flags to your zones in the zone plugin TruePVE: you can block this with TruePVE if you map the zone to a ruleset. rulesets must be configured properly or the damage will be allowed avoid creating entity groups for rules that require too many entity names, such as "buildings" or "structures" or "deployables" - there is always an easier way, see below zones which are mapped to "exclude" will be completely ignored by TruePVE. this means you cannot create a ruleset named "exclude" defaultAllowDamage when set true will allow ALL damage by default and is the most difficult to configure properly as it requires a good understanding of how the plugin works best used when mapping zones to a ruleset for PVP you do not need to create rules that say "can hurt" unless you have a contradicting rule that says "cannot hurt" e.g.: anything can hurt players players cannot hurt players defaultAllowDamage when set false will block ALL damage by default unless it is overridden by a flag or by another plugin you must create rules to allow specific damage instead. this is ideal and requires the least amount of entity groups in most PVE applications does not bloat your config. bloating causes a performance hit and should be avoided. generally, PVP zones do not require this being set to false as they contain flags in the zone plugin that you can enable to block damage or actions there instead
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Active players bases being put up as raidable
nivex replied to CyberCity892's Support Request in Support
hi, that's how the exclude permission works. it excludes them during the scan so they're ignored and only factors in the others, if any. -
revoke abandonedbases.attack
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I don't understand
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@Nuno Correia there were no changes regarding that. the one change was for PVP which is player vs player only i've tested this for you and it's not possible to damage another base inside or outside of the event. the base must be part of an event for this plugin to allow it. a few reasons this may happen for you: 1. enabling purge will allow all bases to take damage and must be started with sab purge 2. truepve is not installed, loaded or is misconfigured 3. another plugin is allowing the damage via the CanEntityTakeDamage hook
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Freedom for Creativity: A Request to Codefling and Developers
nivex replied to DeutscherRitterPlatz's topic in General
you're free to modify it for your personal needs and use, by yourself or another developer on your team. my license requires that you ask for consent and since you've provided valid reasons you are given this consent for any plugin of mine I don't have any desire to change my licence when consent is enough -
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