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Everything posted by nivex
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also have raid bases set to kill these entities immediately if any spawn in the next update (2.4.8) too
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attached it below np CopyPaste.cs
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despawn issue during server restarts is fixed in the next update! woo! private void OnServerShutdown() { IsUnloading = true; SaveData(); RaidableBase.Unload(Raids.ToList(), true); Scheduled.StopCoroutine(); Maintained.StopCoroutine(); SpawnManager.StopCoroutine(); GridController.StopCoroutine(); DestroyAll(); } SaveData(); was missing from this method. RIP. so sorry that I overlooked this!
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Changed Status from Pending to Closed
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well damn that is news to me. nice find. glad its sorted
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this issue was fixed already. the issue you're experiencing is with the saddletest and fuel_storage being leaked by CopyPaste. downloading tier 3 update and replacing the copypaste files will fix it. this can easily take up an excessive amount of memory. I can share CopyPaste fix as well if you like
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Ill look into it regardless
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heya, this was fixed last December. you can download the tier 3 update and replace the copypaste files with the fixed ones. this happens because CopyPaste copies Unity scripts (saddletest and fuel_storage) when it should skip them. I have contacted the CopyPaste author to fix this but was ignored.
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you would rename it to the name of the file generated by Spawns Database without the file extension. so if the filename was spawns1.json then you'd replace none with spawns1
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just found the bug that's causing some servers to not spawn any bases. this is a unity bug and has been reported to Facepunch. i've also implemented a workaround for it in the next update. private static bool IsSafeZone(Vector3 a) { for (int i = 0; i < TriggerSafeZone.allSafeZones.Count; i++) { var triggerSafeZone = TriggerSafeZone.allSafeZones[i]; try { if (InRange2D(triggerSafeZone.transform.position, a, triggerSafeZone.triggerCollider.GetRadius(triggerSafeZone.transform.localScale) + config.Settings.Management.MonumentDistance)) { return true; } } catch { return true; } } return false; } here is the workaround if any want to use it. just replace the existing code block for the IsSafeZone method with this code. or if that sounds too difficult for you then rename the existing IsSafeZone method to anything else such as IsSafeZoneBROKEN, and put this workaround code above that
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hm ill look into this but I see no reason it would happen unless a plugin is interfering and I don't believe Backpacks plugin could. corpses that turn into backpacks when ejected are not related even though they share the same name however the two options for corpse and backpack are related in some cases but that's not an issue just a distinction
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@thepiercedweirdoheya sorry about this issue. I have not been able to reproduce it but I will figure it out. good suggestion but I already do this by recording all entity unique identifiers to find and kill them after a restart. I will try to reproduce during a restart. good info ty and let me know of any other details regardless of how important you think they are.
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I am trying to narrow the issue down. thank you
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oh. so they're exploiting. they should be banned then. I can prevent it but its getting ridiculous when it's not even a bug
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hi. I'm not sure what would cause an issue specific to one base and not others. I've also not received another report for this base. so I think the issue is elsewhere. ill try to find it
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hi. sounds like they have permissions that they shouldn't have. you can find them in the documentation
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Changed Status from Pending to Closed