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Everything posted by nivex
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heya, if it doesn't change the image then I will have to fix it
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you're welcome here's the fix. edit RaidableBases.cs line 7975: AddContainer(container); change to: if (!container.HasParent()) AddContainer(container); line 19831: var m = entity as BaseMountable; change to: var m = entity.HasParent() ? entity.GetParentEntity() as BaseMountable : entity as BaseMountable;
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hi, it does look like its bugged. ill fix it in the next update. set this to true until the next update so the mount despawns for now. "Despawn Spawned Mounts": true,
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hi, those settings are what the plugin drops on death. the game will drop it's own prefab loot too. all of my npcs are heavy scientists so they will drop heavy scientist loot. you can change that under Spawn Alternate Default Scientist Loot oxide/data/RaidableBases/Profiles/ this example changes it to scientist roam loot "Spawn Alternate Default Scientist Loot": { "Prefab ID List": [ "roam" ], "Enabled": true, "Disable All Prefab Loot Spawns": false }, if you don't want any prefab loot then set Disable All Prefab Loot Spawns to true instead. any other loot is from another plugin @zoidberg
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hi, the translation is confusing. Eject Tree Radius When Spawning Base will eject trees on spawn if configured above 0 Delete Tree Radius When Spawning Base will delete trees on spawn if configured above 0 Respawn Deleted Trees When Despawning Base will respawn trees on despawn if set to true
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Changed Status from Pending to Closed
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nice, you're welcome, enjoy! no plans for a ui haha that would be absolutely massive.
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^ also chatgpt its handy but when it gives you too much information it can be confusing to follow.
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Dont reinstall, nothing is broken. This is just a profile filter issue. "Include PVP Bases": false Maintained Events will only pick profiles with Allow PVP set to false. Any profiles with Allow PVP set to true are skipped. If all profiles are still true, nothing spawns. If you change and don't reload, nothing spawns. Do this: Set Allow PVP to false in each profile you want Maintained Events to spawn from Reload the plugin Or, if you want to keep using PVP profiles and convert them to PVE for Maintained Events: Set "Include PVP Bases": true Enable Convert PVP to PVE only (Convert PVP to PVE only ignores Allow PVP, but it cannot bypass Include PVP Bases being false)
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hi "Include PVP Bases": false, Maintained Events has that set to false, so it will only use profiles that have Allow PVP set to false as well. if you did set it to false then you need to reload the plugin to apply those changes. I've tested this config for you and it is working
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heya, you don't need to restart the server. just reload the plugin with c.reload RaidableBases if you have issues with PVP then use the Convert PVP to PVE option. this is under Manual, Maintained, Scheduled and Buyable Events
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hi it works fine with Carbon yes
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heya, no, that's just for ladders and barricades.
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added in the next update Added sar option, `Distance to block the command when used near players that are not authed` (50 meters) - vanish, invis and noclip users are excluded! "AuthorizeOther": "You are not allowed to use this command near unauthorized players.", you can of course change that message or remove it entirely by setting it to "AuthorizeOther": "", still working on player-made boat support in multiple plugins of mine so it will be released when that is completed:)
- 636 comments
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- #rust
- #rust plugin
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@Soller hi, do the limits not work? I've added the limits when you requested it. I understand that hurts legitimate players too. so an alternate solution would be helpful. "Loot Required (SAR)" "Foundations Required (SAR)" "Walls Required (SAR)" ejecting is good thinking, but it will still be exploitable. such as predicting where the player would be ejected, or the player returning and walking into the event accidentally just to die anyway I have a solution, block /sar when another player is in the event radius and not authed on the TC. just a modified version of your idea. optional, and enabled by default.
- 636 comments
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- 1
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- #rust
- #rust plugin
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heya, I will add full support in the next update
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heya, I've sent you a coupon in DM. hope that helps. enjoy!
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Changed Status from Pending to Closed
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hi, ive responded here. https://codefling.com/plugins/raidable-bases?page=170&tab=comments#findComment-78480
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@Kk hi, I'd be looking for an error instead of thinking that the base persisted after a restart somehow. that is not possible unless another plugin is causing it. otherwise, bases are not saved in the map's save file anymore and cannot persist because they won't exist. highwalls are not saved either. this has been the case since version 2.8.6 the copypaste plugin is what handles this behavior. I've checked out the recent copypaste updates and this behavior has not changed and still works properly. raidablebases tells the copypaste plugin to not save anything that spawns. I've added output to both plugins to confirm this. I'd be looking for some error, or any plugin that uses EnableSaving or enableSaving in an OnEntitySpawned hook.
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hi, this doesn't look like one of my bases here are some possible reasons, I'll list from most to least likely. the base is copied incorrectly and needs to be recopied from its center foundation (go to center foundation, look at it, /copy) one of the height settings has been changed in the profile, search height and look for any that aren't 0, 1 or -1 if that's a custom spawn point then verify the spawn point is on the top layer of terrain. doubtful, but could be an issue with the terrain in that area it's possible that underground could break it somehow but I haven't seen that. spawn it elsewhere and see. use /rb to find the name of the base use /paste the base on flat terrain away from any islands. if /paste puts the base underground then its copied incorrectly. /undo and use /rbe and compare to difference. if instead /rbe puts the base underground then height was modified
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I'm not sure, but I don't think that matters. I had no issues with this when creating islands before but it's been a long time. you're better off asking someone who makes maps
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version 2.2.6 works with RealPVE (15:04:27) | [RealPVE] OnEntityEnteredAbandonedBase works!
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hi, a tier package is not needed but it does make it a whole lot easier to use the plugin. otherwise you can set everything up yourself from scratch by reading the documentation. you need your own copypaste files, loot tables which you can edit using Raidable Bases Loot Table Editor by beee, and to edit the profiles and config. a tier package is preconfigured that you can install and use right away, but at some point you will still want to make changes to the profiles and config, add new bases, change loot, etc. you can do that from scratch but I think it's a lot easier to edit the preconfigured setup from a tier package instead.
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@Wild Shadow hi, I stated above that I added the hook call.