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Everything posted by nivex
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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"; } -
Scrap, Wood, Pumpkins do not appear in Loot (resources and food?)
nivex replied to Jackelmyer's Support Request in Support
crossbow works now. I don't think npcs are supposed to use them but an easy hack to get it working. baseProjectile = _attackEntity as BaseProjectile; if (baseProjectile != null && baseProjectile.MuzzlePoint == null) { baseProjectile.MuzzlePoint = baseProjectile.transform; } -
Scrap, Wood, Pumpkins do not appear in Loot (resources and food?)
nivex replied to Jackelmyer's Support Request in Support
yea, this plugin has a steep learning curve, and it's easy to get lost in the endless options. -
Changed Status from Pending to Closed Changed Fixed In to Next Version
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Scrap, Wood, Pumpkins do not appear in Loot (resources and food?)
nivex replied to Jackelmyer's Support Request in Support
Ill keep the change. edit: it will support both scientists and murderers. you don't need that extra code -
Scrap, Wood, Pumpkins do not appear in Loot (resources and food?)
nivex replied to Jackelmyer's Support Request in Support
raid.DropItems(corpse.containers, brain.attackType != HumanoidBrain.AttackType.BaseProjectile); you can see here that its using base projectile, which means ranged weapon, to determine what the npc drops. its easy to add support for the murderers using ranged weapons, though. just change it to this raid.DropItems(corpse.containers, brain.isMurderer); -
Scrap, Wood, Pumpkins do not appear in Loot (resources and food?)
nivex replied to Jackelmyer's Support Request in Support
I see the issue now that you mention the murderer items not always dropping. thats because you have them equipped with both ranged and melee weapons. when they equip a ranged weapon its not going to work because murderers have support for melee weapons and explosives only, and the other scientists use ranged weapons only. so when the murderer equips a ranged weapon its going to drop the ranged loot (scientist items) why? murderers used to be in the game. when they were in the game they used melee only. it was not possible to give them a ranged weapon. they've been removed from the game, but I still wanted to keep them in my plugin. so I use the scientist for both the scientist and the murderer. the only thing separating them is the weapons they use. scarecrows could replace murderers but there's no point when the scientist fills this role just fine they can kill players using ranged weapons, but there's no support for it. I'll see what I can do to add support for this without it conflicting with scientists. -
Scrap, Wood, Pumpkins do not appear in Loot (resources and food?)
nivex replied to Jackelmyer's Support Request in Support
"Difficulty (0 = easy, 1 = medium, 2 = hard, 3 = expert, 4 = nightmare)": 0, you have to set the difficulty, either that or you have the same base in multiple profiles. RaidableBases.json -
Scrap, Wood, Pumpkins do not appear in Loot (resources and food?)
nivex replied to Jackelmyer's Support Request in Support
nah, they spawn from Murderer Items Dropped On Death -
Wooden Bow getting converted to Compound Bow and Weird Loot
nivex replied to Jackelmyer's Support Request in Support
ya, enable it Ill respond in the other thread from now on. this one is closed
