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Everything posted by nivex
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Everything seems to work, except spawning bought bases.
nivex replied to .Nathaniel.'s Support Request in Support
Changed Status from Pending to Closed -
Everything seems to work, except spawning bought bases.
nivex replied to .Nathaniel.'s Support Request in Support
good job -
hi set Chance To Randomly Spawn PVP Bases to 0.0 double check Convert PVE to PVP is false and that Convert PVP to PVE is as you said if your Protection Radius is not set to 50.0 in each profile then set it back to 50.0 reload the plugin once you've edited the config or profiles these are the only options that allow PVP unless someone types /buyraid 0 pvp which is intended
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@SynNation you did a great job configuring everything. what is the issue? I don't see anything that would prevent what you requested. but I do see a few other things you may have overlooked. Max Amount Allowed To Automatically Spawn Per Difficulty is not configured so random difficulties will spawn instead Reset Purchased Owner After X Minutes Offline should be set to 20 minutes. 10 minutes is not enough time for most people Blacklisted Commands should have up, down and remove blacklisted or they will exploit if these plugin commands exist. "Blacklisted Commands": [ "remove", "up", "down" ],
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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- 606 comments
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- 1
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- #rust
- #rust plugin
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hi, sorry, I do not understand what "counter" is If NPC spawns when TC is raided then disable Level 2 - Final Death.
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- 606 comments
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- #rust
- #rust plugin
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- 606 comments
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- #rust
- #rust plugin
- (and 6 more)
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- 606 comments
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- 1
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- #rust
- #rust plugin
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- 606 comments
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- 1
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- #rust
- #rust plugin
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not sure... best I can do is add some null checks for you.
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yes, that would be how it works. I don't know why I have two options for it anymore, though... just set them to the same duration or set Reset Purchased Owner to 0 so that only Lock Treasure Max Inactive Time applies. I may remove it if I can't remember why it was implemented in the first place because it seems redundant to me.
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hi, I don't hook OnEntityDeath for npc's so it isn't related. I destroy the brain so that code from your error is never called by the server for my npcs DestroyImmediate(scientistBrain, true); if the error were from raidablebases then a method from the plugin would be in the stacktrace of that error which it isn't. the first (time warning) and second (error) messages are separate and do not always appear together what other npc plugins are you using? npcspawn, betternpc, botrespawn, zombiehorde, etc.
