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Everything posted by nivex
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@erdemkrdgn hi, each tier contains all the files setup to work with the bases in that package if you have loot tables already, then you could use only the bases if you wanted. if you have some bases already then you could add them by command to my profiles, or add my bases to your profiles by command
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- 634 comments
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- #rust
- #rust plugin
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Need Help Disabling or Editing NPC Loadouts in Raidable Bases
nivex replied to skipper559's Support Report in Support
hi its in the profiles oxide/data/RaidableBases/Profiles -
Need Help Disabling or Editing NPC Loadouts in Raidable Bases
nivex replied to skipper559's Support Report in Support
heya a loadout is configured under Scientist Loadout or Scientist Kits, if theyre spawning with different items then its from a different plugin also, what they spawn on their corpse when they die is heavy scientist prefab loot since theyre heavy scientists. disable this by setting Disable All Prefab Loot Spawns to true. or remove what prefab it shouldnt use from the Prefab ID List, and set Enabled to true, if you want corpses to have different prefab loot. -
- 634 comments
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hi, he is correct that it should return true for a non-bool hook, but oxide and carbon have changed it to a bool hook. so it needs to return false now, not true
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heya, disable the server.pve convar server.pve false the truepve plugin will provide the pve
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How do I disable all of this in raid bases?
nivex replied to rustfoxgaming's Support Report in Support
hi, thats in your loot tables or your copypaste files. rb cant spawn it if its not configured to spawn. copypaste or another plugin would have to Empty All Containers is an option in the profiles, if its coming from your copypaste files. otherwise its in your loot tables or being spawned by another plugin lastly, delete the oxide/data/RaidableBases/Profiles/Default_Loot.json to ensure it remains an empty file since it will be recreated as an empty file. -
heya, thats caused by another plugin. restart without tugme installed. he should have an update soon so keep an eye out. if not using tugme then youll still have to do the same with whatever plugin is causing it.
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hi. ok, added this hook in the next AB update
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hi, yes, you can disable Use Random Names in the profiles.
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hi, there is an option explicitly for that reason already. this will prevent the same base spawning twice Require All Bases To Spawn Before Respawning An Existing Base if you want that to persist a restart or reload then enable this too, Require All Bases To Spawn Persists On Restart
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- 634 comments
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- #rust
- #rust plugin
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I understand how it should work and it would be nice, but this feature cannot be 100% reliable because server crashes, unloaded plugins, or degraded performance will break it. I can make events reopen after a restart, but if the plugin can't find a base after restart then you will be responsible for cleaning up any that don't reopen or work properly. If you accept these limitations I can reconsider adding it. it isn't plausible for another plugin to handle this for RB since the required methods aren't exposed and bases cannot persist server restarts, server crashes, or reloading.
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heya, the events should despawn on restart and when you reload the plugin. I have no plans to change this right now sorry. no one can purchase an event when a restart is pending, so you could use delayed restarts to help with that. they'll still be allowed to finish any currently purchased events. restart 3600 etc. not ideal, but it is an option.
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@rustpve heya, respawning the npc won't really work since they'll just die from the same thing again, but you can disable Kill Underwater Npcs in the profiles. I don't recommend that. the event already locks when you deal explosive or melee damage, when you destroy a container, block or door, and when you kill an npc. it does not lock when using vanish or noclip. anything else is indicated by a message
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Hi, it shows 3 hours due a bug when Apply All Lockouts Everytime is enabled, even though the correct time is set and show properly in the UI. This will be fixed in the next update. I've sent you the fixed version Yes, that's the difference, Buyable Cooldowns are for purchased events and Player Lockouts are for everything else.