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Everything posted by nivex
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heya, this is intended. you can disable this in the nightmare profile by setting Require Cupboard Access To Place Ladders to false
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Suggestion: Option to show (copy/paste) base name in-game
nivex replied to doublee313's Support Request in Support
hi, i could add this, but i believe it is better to type /rb to see the name of the base? -
using Oxide.Core.Plugins; using System; using UnityEngine; using UnityEngine.AI; namespace Oxide.Plugins { [Info("FOffNavmeshSpam", "bmgjet", "1.0.0")] [Description("Stops the navmesh spamming for bots")] public class FOffNavmeshSpam : RustPlugin { [PluginReference] Plugin RaidableBases; void OnEntitySpawned(BaseNetworkable entity) { BaseNavigator baseNavigator = entity.GetComponent<BaseNavigator>(); if (baseNavigator != null) { Vector3 pos; if (!baseNavigator.GetNearestNavmeshPosition(entity.transform.position + (Vector3.one * 2f), out pos, (baseNavigator.IsSwimming() ? 30f : 6f))) { baseNavigator.topologyPreference = (TerrainTopology.Enum)TerrainTopology.EVERYTHING; BasePlayer bp = null; bp = entity as BasePlayer; if (bp != null) { ClipGround(bp, baseNavigator); } } } } private void ClipGround(BasePlayer bp, BaseNavigator baseNavigator) { if (Convert.ToBoolean(RaidableBases?.Call("EventTerritory", bp.transform.position))) { return; } NavMeshHit hit; if (NavMesh.SamplePosition(bp.transform.position, out hit, 30, (int)baseNavigator.topologyPreference)) { bp.gameObject.layer = 17; baseNavigator.Warp(hit.position); bp.SendNetworkUpdateImmediate(); } NextTick(() => { if (bp == null || bp.IsDestroyed) { return; } Vector3 pos; if (!baseNavigator.GetNearestNavmeshPosition(bp.transform.position + (Vector3.one * 2f), out pos, (baseNavigator.IsSwimming() ? 30f : 6f))) { Puts("No Navmesh found @ " + pos.ToString() + " bot will be stationary to stop spam."); baseNavigator.CanUseNavMesh = false; } }); } } } hi you can try this
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ok thanks ill take a look
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Changed Status from Pending to Closed
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hi. yes, you can delete the original files from the copypaste folder and/or the profiles. sorry for the late response
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hi. i'll add this option
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Changed Status from Pending to Closed
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good thanks for letting me know guys
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Tesla Coil => Requires A Power Source if this is true then it's not the plugin causing it I think I found the issue with HBHF sensors but from my understanding they were always working so I don't know for certain
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@tyneariaaye change the anchors in the config under UI => Buyable UI @BEEF SUPREMEhi, no, bases do not persist. there are plans to make this optional as it has been requested dozens of times but no eta on this unfortunately. it's fairly complicated and I have high priority issues to deal with first. someone did contribute towards this so that will help when I get to it @mrdecoder @Rubiks-Q-Bert @chuck norristhis can only be caused by an error. can one of you provide me with it? it would likely be in the server logs and not in your oxide logs @spencer clearyive responded to your support thread @CHUCK DIXX no, it would need to be highly customized to do this. likely better suited in its own plugin. i will note this for later as ive thought about creating it a few times now sorry to everyone for the late replies. I was recovering from a serious medical issue
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heya. ya I am certain it is the Rust update which should be resolved soon. there's no reason the grid should cause any lag as it runs in a coroutine precisely to prevent that in the first place
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heya. List<BaseEntity> entities is actually HashSet<BaseEntity> entities just an oversight that I forgot to change when I changed it to HashSet i've fixed this in the next update. however you can simply use : private void OnRaidableBaseCompleted(Vector3 raidPos, int mode, bool allowPVP, string id, float spawnTime, float despawnTime, float loadTime, ulong ownerId, BasePlayer owner, List<BasePlayer> raiders)
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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well that is weird indeed. i wish i knew what fixed it for you.
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well I forgot the first comment before responding. lol im tired. still, i have no idea why that'd happen. definitely seems a game bug to me
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Changed Status from Closed to Pending