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Everything posted by nivex
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it's a hit or miss and there's nothing I can do about it until Rust fixes the issue
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nice. just use the rbe debug command and it will tell you
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Changed Status from Pending to Closed
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you need to set purchase prices in the config
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Changed Status from Pending to Closed
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heya. it is 0 to 100 so set it to 50 that overrides convert options when set above 0
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haha yeah
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it's added in the update too np
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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
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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
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hi no. only specific items can go into the locker and lockers do not work with divide loot option.
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ok will check it out when I get home
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- 631 comments
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- #rust
- #rust plugin
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- 631 comments
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- #rust
- #rust plugin
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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.
- 631 comments
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- #rust
- #rust plugin
- (and 6 more)
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hi, this is planned
