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Everything posted by nivex
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Changed Status from Pending to Closed
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no prob
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Block Plugins Which Prevent Item Durability Loss is in the profiles
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Changed Status from Pending to Closed
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heya. bases have always despawned on restart. there is no option for this and i doubt i'll add it anytime soon. it's not as simple as it seems. some people just want the base to spawns somewhere randomly with some loot and call it good. that's easy. it's when people expect the plugin to control everything even after a restart that it becomes an issue, and I simply do not have an elegant solution for that and will not implement some hacky code for it but i can't implement one without the other. i'll constantly be hassled about it if i implement one and not the other
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ya, you add it to the bases but lets just make it easy ok rb.stability = rb.Profile.Options.Stability; replace this with: rb.stability = true;
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heya, this should be fixed in next update my testers confirm this but the prior fixes were confirmed too so we'll see
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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hi kevin, you can do this by enabling Block Npc Kits Plugin in the config
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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this looks like a client-side bug to me since it was caused by the console system and not a plugin. likely the respawn command (that command is sent even if you click respawn instead) could be related to his death but again that would be a game bug afaik. might be able to get a more accurate answer from someone a bit more knowledgeable but I wouldn't bother unless it's consistently happening.
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i can confirm this works, and there are 3 references not 2 the black box is not related to this. that is the delay ui. you can replace private object OnSamSiteTarget(SamSite ss) with private object OnSamSiteTarget(SamSite ss, BaseEntity entity) which is what i will be using in the update so line 11477 would be private object OnSamSiteTarget(SamSite ss, BaseEntity entity)
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heya. well the plugin is not going to spawn what isn't configured. so it would be the loot multiplier, the loot table, or the items are contained in the copypaste files themselves which you can verify by using /paste filename last but not least it can be the buyable permission multipliers. "Loot Amount Multiplier": 1.0, "Loot Amount Multiplier (raidablebases.buyable.vip.pve)": 1.0, "Loot Amount Multiplier (raidablebases.buyable.vip.pvp)": 1.0,
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updated the docs sorry about that. there's no way to remove the ui (short of disabling it in the config) when they leave the raid. lockout timers are intended to always be shown so they know when they can raid again.
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yea, the hook I'm using appears to have broke in some Oxide update you can fix it by changing all 3 CanSamSiteShoot references to OnSamSiteTarget
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@aimacakwhat about what? @Zoreenoyup you can set custom name using the name property in premium loot tables @Kobanithis means your server failed to save properly. this is really bad. you can use /rb savefix and then should save and restart immediately. this is not caused by rb but i did add the command for convenance. likewise there's a command if you cancel a server restart, /rb ignore_restart @TeamDolnytruepve protects buildings by default. delete your config and use the default configuration. however, beside that, any plugin can use CanEntityTakeDamage hook to tell truepve what to do. this is what raid bases does.
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remove dmbuildingblocks. theres no use for it when using truepve and it will most definitely block damage to raid bases.
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duplicate thread. responded to other.
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that's distance from center of MAP. not from center of PLAYER. it will spawn them closest to player by default using Spawn At Closest Position From Player. setting it to 9999 will break the plugin. set it back to 200. it should never be changed in most cases