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nivex

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Everything posted by nivex

  1. nivex

    Not able to kill turrents

    Changed Status from Pending to Closed
  2. nivex

    Not able to kill turrents

    no problem
  3. nivex

    unable to buy raid

    good
  4. nivex

    Not able to kill turrents

    it's a hit or miss and there's nothing I can do about it until Rust fixes the issue
  5. nivex

    unable to buy raid

    nice. just use the rbe debug command and it will tell you
  6. nivex

    unable to buy raid

    Changed Status from Pending to Closed
  7. nivex

    unable to buy raid

    you need to set purchase prices in the config
  8. nivex

    PVP & PVE chance

    Changed Status from Pending to Closed
  9. nivex

    PVP & PVE chance

    no problem
  10. nivex

    PVP & PVE chance

    heya. it is 0 to 100 so set it to 50 that overrides convert options when set above 0
  11. haha yeah
  12. nivex

    Raidable Bases

    it lasts 1 wipe if the plugin isn't loaded during the wipe then it can't remove the titles when the server wipes /rb wipe will force it
  13. it's added in the update too np
  14. ok think I found the issue. add this on line 2794 and it should fix it if (priv.IsKilled() || building == null || building.decayEntities.IsNullOrEmpty()) { _skipped++; yield break; } it will look like this when you're done
  15. nivex

    Loot Bug with Lockers?

    it is realistic. lockers are specially coded to self equip with kits. kits is what you would typically find in a locker. I can make it divide but I don't see the point. if lockers are to hold kits then those kits shouldn't be in boxes. that's the logic anyway. spreading the loot out into multiple boxes is ideal but takes away from that realism I can add it I'd you want
  16. nivex

    Loot Bug with Lockers?

    hi no. only specific items can go into the locker and lockers do not work with divide loot option.
  17. nivex

    Raidable Bases

    hi it will always spawn in a random box
  18. ok will check it out when I get home
  19. nivex

    Abandoned Bases

    np. I'll see about Raid Protection support in a future update then. I want to get this update out asap first
  20. nivex

    Abandoned Bases

    @Tomato_Jesus the plugin won't break with the Rust update. the plugin update will be soon though
  21. nivex

    Abandoned Bases

    it's planned but there's no way to currently do this. there are far too many issues to resolve before it can be implemented because the event can overlap other bases if players build too closely. those overlapped bases won't be raidable, but it is difficult to determine who should be ejected. in the next update there is a new option to prevent players from looting anything in the abandoned bases, and I will likely add a second Eject Enemies option to remove players when they step on a foundation unless I can find an elegant solution to eject them when they enter the dome instead. either way, it will serve the same purpose and be just as effective.
  22. nivex

    Raidable Bases

    I don't know why this happens I will try to fix it in the next update
  23. OnEntityTakeDamage is a non-bool hook so returning true would still cancel the method which would block the damage but will fix the conflict issue CanEntityTakeDamage would allow you to unsubscribe OnEntityTakeDamage to reduce hook times between the plugins and is a bool hook
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