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Everything posted by nivex
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kk ill note that too ty
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type rb.config list and post what it says if it is copied correctly then it will work just as it does on your other server
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hi, the bases need to go in the oxide/data/copypaste folder
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You may not use Admin Cheats in this area
nivex replied to BetterDeadThanZed's Support Request in Support
revoke the raidablebases.block.fauxadmin permission -
this most definitely works. post your config
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this would be Rust limitation due to LOS issue. it sucks but only option is to disable those npcs for now. I will add an option to reduce their vision range which should solve this for short-range encounters only though, such as going into a room
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i don't believe so. ill note it down and check again
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ok thanks will check it out
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are you sure you're using the newest version 2.6.6? I fixed this and it was confirmed to be working
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lockout timers don't reset. it is given either when it ends or when it despawns depending on when they were flagged as a raider but not both. I've attempted to fix this but short of overriding the override for OverrideCorpseName there is no guaranteed fix, and there's simply no reason to do this as it would break a lot of other code to accomplish that. hopefully my workaround is enough for you.
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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@gamaonly the person who purchased may download the update you can fix it yourself: Senses.Init( owner: GetEntity(), memoryDuration: 5f, range: 50f, targetLostRange: 75f, visionCone: -1f, checkVision: false, checkLOS: true, ignoreNonVisionSneakers: true, listenRange: 15f, hostileTargetsOnly: false, senseFriendlies: false, ignoreSafeZonePlayers: false, senseTypes: EntityType.Player, refreshKnownLOS: true ); change that to this (you are just adding a line) Senses.Init( owner: GetEntity(), brain: this, memoryDuration: 5f, range: 50f, targetLostRange: 75f, visionCone: -1f, checkVision: false, checkLOS: true, ignoreNonVisionSneakers: true, listenRange: 15f, hostileTargetsOnly: false, senseFriendlies: false, ignoreSafeZonePlayers: false, senseTypes: EntityType.Player, refreshKnownLOS: true );
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heya, im aware of the issue and its fixed in the next update
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thank you guys and this is good info. should help narrow it down @frostyty1