Jump to content

nivex

Creator
  • Posts

    4,778
  • Joined

  • Last visited

Everything posted by nivex

  1. heya, this is intended. you can disable this in the nightmare profile by setting Require Cupboard Access To Place Ladders to false
  2. hi, i could add this, but i believe it is better to type /rb to see the name of the base?
  3. 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
  4. nivex

    Raidable Bases

    @Light Hammerah ok ty for explaining @Y2kcavy your debug shows it cant find a position. the map is poor quality
  5. nivex

    Raidable Bases

    @Light Hammer I don't understand this translation i will attempt to reproduce and fix this
  6. nivex

    Raidable Bases

    sorry for those having difficulties with the plugin. i will do whatever it takes to make it work properly as i've always strived to do however hounding me with negativity will get you no where
  7. ok thanks ill take a look
  8. nivex

    removing Raid bases

    Changed Status from Pending to Closed
  9. nivex

    removing Raid bases

    hi. yes, you can delete the original files from the copypaste folder and/or the profiles. sorry for the late response
  10. nivex

    Campers Exploit

    hi. i'll add this option
  11. nivex

    Hooks

    Changed Status from Pending to Closed
  12. nivex

    Hooks

    no problem
  13. nivex

    Raidable Bases

    I can confirm that Facepunch fixed the performance issue from the 2.4.7 update regarding the grid 2.4.7 works @Lisacoif you have issues please be as specific with as many details as possible
  14. Changed Status from Pending to Closed
  15. good thanks for letting me know guys
  16. nivex

    hbhf sensor

    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
  17. nivex

    Raidable Bases

    @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
  18. 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
  19. nivex

    Hooks

    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)
  20. nivex

    block error

    Changed Status from Pending to Closed
  21. nivex

    automatic spawn

    Changed Status from Pending to Closed
  22. nivex

    automatic spawn

    well that is weird indeed. i wish i knew what fixed it for you.
  23. 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
  24. Changed Status from Closed to Pending
  25. nivex

    Raidable Bases

    2.4.7 released Blocked spawns on rail and railside topologies Fixed UnityEngine.Object.GetName NullReferenceException causing bases to not spawn
1.6m

Downloads

Total number of downloads.

7.7k

Customers

Total customers served.

115.7k

Files Sold

Total number of files sold.

2.4m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.