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nivex

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Everything posted by nivex

  1. nivex

    Raidable Bases

    few things that could do this: 1. those specific bases were not copied properly. those would need recopied with half of the foundation (1.5 meters) visible above ground while the remaining half is underground. this is key. 2. if not all, but only if a small portion of the base tends to spawn slightly underground then this is unavoidable. 3. the profile heights were modified. there are multiple settings for this: 4. autoheight was enabled in the profiles. it is false by default and should generally not be enabled. most commonly the reason is #1, but #2 could apply here since you did not clarify how much of the base is underground. here are the settings for #3 and #4 "Height Adjustment Applied To This Paste": 0.0, "Force All Bases To Spawn At Height Level (0 = Water)": -1.0, { "Option": "height", "Value": "1.0" } { "Option": "autoheight", "Value": "false" }, you are either missing libgdiplus if using a linux machine, or another plugin is preventing the kill from happening
  2. nivex

    Raidable Bases

    @MNfreakTim @HowlingWolfI removed that option in 2.6.7 btw, you just need to change stability in the profiles for each of the bases as originally intended now
  3. nivex

    Raidable Bases

    ya, oxide/data/RaidableBases/Profiles/ "Arena Walls": { "Enabled": true, "Stacks": 1, "Ignore Stack Limit When Clipping Terrain": true, "Use Stone Walls": true, "Use Iced Walls": false, "Use Least Amount Of Walls": true, "Use UFO Walls": false, "Radius": 25.0 },
  4. nivex

    Raidable Bases

    this cooldown applies to the player who bought the event. there will be an option to apply it to all ally in the next update. if ownership changes then the new owner will not receive this specific cooldown when the event ends. the short answer is that the cooldown starts when the event ends. the long answer is that in order for this to happen the cooldown must be set when the event starts and reset back to the full cooldown when the event ends. this prevents any exploitation of the cooldown.
  5. nivex

    Raidable Bases

    which cooldown @Dr.D.Bug
  6. nivex

    Raidable Bases

    @Dr.D.Bugsure, added in next update @TwoShoesnp @Shneidhello. are you using 2.6.7? ill check it out. edit: the turret will not fill or refill ammo if one of the following conditions is triggered: 1. if anyone tries to loot it at ANY point when Allow Players To Loot Traps is enabled, or 2. if you become authorized on the turret or TC by any means, including by another plugin such as DynamicCupShare or other Auto Auth plugins. either condition will completely prevent the fill/refill method from being used. this is intentional to stop any infinite ammo exploits. admins and users with the raidablebases.canbypass permission are excluded in the next update. if this isn't the case then I can look into it further just keep in mind that #1 will stop the turret from refilling if you try to loot the turret at any point, as will authing.
  7. nivex

    Raidable Bases

    nah i removed that sometime ago. i will reimplement it in the future though
  8. nivex

    Request: Eco Raid Tier

    lol ive seen my fair share of nightmare configs. i don't recommend it but if it works for you then thats what matters.
  9. nivex

    auto turret problem

    Changed Status from Pending to Closed
  10. nivex

    auto turret problem

    nice! no problem
  11. nivex

    Raidable Bases

    yes, that would be the free version. make sure Rust Server Manager, some host web panel uMod updater, or whatever updater you have is not overwriting the paid version =\ unfortunately, that wiped out your premium settings. the free version does not have those settings so they would not exist anymore. you can simply reinstall your tier package to fix that. only the oxide/config/RaidableBases.json and oxide/data/RaidableBases/Profiles would need reinstalled. @MrChubbyFingerz thanks @GamingHQ
  12. nivex

    Request: Eco Raid Tier

    I found an elegant solution for flamethrowers. all fireballs spawned by flamethrowers have the flamethrower_fireball prefab name. so i just kill anything that doesn't have that name. problem solved. ez pz
  13. nivex

    Request: Eco Raid Tier

    agreed
  14. Changed Status from Pending to Closed
  15. nivex

    auto turret problem

    i couldn't tell you. must be another plugin interfering as there's nothing wrong with that profile or the plugin equipping weapons.
  16. nivex

    Raidable Bases

    yes, that is intended, you can prevent it by enabling Despawn Dropped Loot Bags From Raid Boxes When Base Despawns @MrChubbyFingerz
  17. nivex

    auto turret problem

    show me a profile with the issue
  18. you can edit the OnPlayerEntered messages in the language file "<color=#FF0000>You have entered a raidable PVP base!</color>\nRead the server rules: /rules" just put the \n so it's on a new line, and then add your message to that.
  19. nivex

    Request: Eco Raid Tier

    noted, thanks. message is easy enough. would just add another the problem i'm having is the games limitations with fire. death notes plugin handles it quite well but I don't want to go to that extreme to do so. i will just block fire damage if i can't determine the source in an elegant way. this would require players to keep the flamethrower in their hands in order for it to do damage. a bit annoying, but simpler is better.
  20. nivex

    Request: Eco Raid Tier

    what all is an eco tool? to me that is melee weapons only / no explosives what about flamethrowers, should that be allowed? I will have to make that an option because I know some would want it to work too
  21. nivex

    Raidable Bases

    I suggest using Entity Owner plugin on the TC when this happens. other plugins can auth you automatically, which would cause this issue.
  22. nivex

    Request: Eco Raid Tier

    interesting idea. create a new profile and add your eco bases to it. then set Explosion Damage Modifier (0-999) to 0 to disable explosion damage. this would be a start. the rest would need to be implemented, including all explosive damage types since explosion type doesn't seem to be enough anymore. it's a good idea and I am already working on something similar for another project so I'll see about implementing it in RB too. how would the players know the difference between a regular raid and an eco raid?
  23. nivex

    Raidable Bases

    tested this twice and no issues until I auth on TC or destroy TC.
  24. nivex

    Raidable Bases

    thank you. the issue is that ladders built by the plugin are not taking damage. the plugin ignores it, thinking it's not part of the event, and lets TruePVE handle it instead. it doesn't affect normal ladders. it's entirely possible that the damage is allowed by another plugin (such as TruePVE rulesets or flags) so you may or may not have this issue. this bug is fixed in the next update, and I posted the fix a few posts back if you'd like to see it.
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