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nivex

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Everything posted by nivex

  1. nivex

    Abandoned Bases

    Require Event Be Finished Before It Can Be Canceled this should prevent them from canceling immediately... it requires all boxes to be looted first. is this not good enough?
  2. nivex

    Raidable Bases

    @DelltusPrevent Players From Hogging Raids
  3. nivex

    Abandoned Bases

    @chuck norrisI can add this in a future update yes
  4. nivex

    auto turret

    heya, this section was not removed and is still in the profiles oxide/data/RaidableBases/Profiles where it's been "Auto Turrets": { "Aim Cone": 5.0, "Minimum Damage Modifier": 1.0, "Maximum Damage Modifier": 1.0, "Start Health": 1000.0, "Sight Range": 30.0, "Double Sight Range When Shot": false, "Set Hostile (False = Do Not Set Any Mode)": true, "Requires Power Source": false, "Remove Equipped Weapon": false, "Random Weapons To Equip When Unequipped": [ "rifle.ak" ] },
  5. thanks for the continued support @Covfefebut I am not able to build any bases atm. I do have 35 more coming between tier 1 and 2 when they're made unique, soon, though!
  6. Changed Status from Pending to Closed
  7. hi, no, this is for admins to move quickly around the map and also requires Automatically Teleport Admins To Their Map Marker Positions be enabled which is by default. many other plugins do the same but this removes the need to use them
  8. nivex

    Raidable Bases

    it's not a bug as far as I know. it's an issue with the host not installing the required dependencies for Unity on Linux machines. libgdiplus is that requirement
  9. nivex

    Raidable Bases

    @Swedish Chefsorry you will just have to wait for the update my friend. I am trying, but this other performance issue is stumping me yet again. i will likely release the update then fix the performance issue immediately afterwards as this issue is very important too as for the locks not being applied this is because the bug causes the plugin to halt before this option is ever processed. fixing the bug also fixes this issue as expected @beetleheya thanks i appreciate the detailed information, however the issue regarding gdiplus is in the documentation its also a separate, but similar, issue as you stated. and is an issue only on Linux machines from what i've seen so far
  10. Kill Underwater Npcs will cause them to die when they walk into deeper water Allow Npcs To Play Catch by putting the items in their weapon list. this is limited to 2 npcs by default (Amount That Can Throw Weapons) "Weapon": [ "machete", "chainsaw", "explosive.timed" ] Allow Npcs To Play Catch When Equipped With Explosives will cause the explosive to detonate when it reaches the target Amount That Can Throw Weapons does NOT define the amount that WILL throw weapons. this is a maximum amount only the number chosen is random and is based on the amount of items in the list above. 2 items makes it a 50% chance, 3 items makes it a 33% chance, 4 items makes it a 25% chance, etc. there is 3 items in the list above so that will be a 33% chance. this number is also influenced by how many npcs you are spawning. so if you spawn more npcs then you will have better odds. either way it is not a problem as-is
  11. nivex

    Raidable Bases

    @Deadpool @Rubiks-Q-Bertthanks for reporting the issue but it has nothing to do with players going offline. the issue is an error being thrown when the base pastes. it prevents it from being removed properly. this is fixed in the next update @chuck norrisgood stuff just continue to make sure your maps support it. islands or large areas of flat land are perfect for it.
  12. nivex

    Raidable Bases

    it's supported, but it's not recommended that you increase the protection radius unless your map can support it. it will make it more difficult for the plugin to find a suitable spawn location for such a large radius
  13. nivex

    Raidable Bases

    i can't stomach creating anymore UI right now but may consider it later. @KingSizeKevinif someone wants to contribute it then ill definitely add it
  14. nivex

    Buyable Raids

    there is nothing to block players from buying their own raids except the cooldown and this is not applied to the whole clan all other raids are blocked by default (raidablebases.blockbypass permission bypasses these settings): config: "Block Clans From Owning More Than One Raid": true, "Block Friends From Owning More Than One Raid": true, "Block Teams From Owning More Than One Raid": true none of this will work if the below option is false "Prevent Players From Hogging Raids": true, this will prevent them from doing damage when they're blocked this can by bypassed using: Bypass Lock Treasure To First Attacker For PVE Bases Bypass Lock Treasure To First Attacker For PVP Bases and by default players can enter ally raids when they have a lockout: Allow Ally With Lockouts To Enter there are no global cooldown applied to the clan, but there are individual cooldowns for buyable events: Cooldowns (0 = No Cooldown) and the other is for lockouts by difficulty or global lockouts if enabled. a lockout does not prevent someone from owning (buying) a raid: "Player Lockouts (0 = ignore)": { "Apply All Lockouts Everytime": false, "Time Between Raids In Minutes (Easy)": 0.0, "Time Between Raids In Minutes (Medium)": 0.0, "Time Between Raids In Minutes (Hard)": 0.0, "Time Between Raids In Minutes (Expert)": 0.0, "Time Between Raids In Minutes (Nightmare)": 0.0, "Block Clans From Owning More Than One Raid": true, "Block Friends From Owning More Than One Raid": true, "Block Teams From Owning More Than One Raid": true },
  15. nivex

    spawning on tracks

    heh yea It's fixed in the next update thanks bro
  16. nivex

    Raidable Bases

    thanks for the translation I will look into this @Deadpool @LizardMods
  17. nivex

    Raidable Bases

    @Deadpoolplease say again in your native language. the translation is a bit confusing @DeanoI am trying to fix the issue sorry for the trouble
  18. nivex

    Lockouts Resetting

    yea I keep looking and I just don't see anything wrong. I will probably just rewrite the whole damn thing =\
  19. nivex

    Lockouts Resetting

    case RaidableMode.Easy: return Easy <= 0 || Easy - Epoch.Current <= 0; case RaidableMode.Medium: return Medium <= 0 || Medium - Epoch.Current <= 0; case RaidableMode.Hard: return Hard <= 0 || Hard - Epoch.Current <= 0; case RaidableMode.Expert: return Expert <= 0 || Expert - Epoch.Current <= 0; case RaidableMode.Nightmare: return Nightmare <= 0 || Nightmare - Epoch.Current <= 0; I have no idea. this code states the lockout MUST be 0 or MUST be expired in order to be reset. i see no possible way this could fail
  20. nivex

    Bases keep spawning on shoreline

    no problem good luck!
  21. nivex

    Bases keep spawning on shoreline

    heya, the issue is that most maps do not contain enough flat land, and when it does it is quickly taken up by players or bases. the reason the shore is preferred is because it contains the greatest portion of land, even though it's mostly submerged to try and counter this you have a few options 1. use Spawns Database File (Optional) via the Spawns Database plugin (available in the config if you opt to use the same spawn file for all profiles, or you can configure it individually in each profile instead) 2. create flat areas (or Islands) on each map before you use the next map. you can do this in RustEdit and save it as a prefab to paste into new maps 3. edit the below settings to reduce this possibility. "Water Settings": { "Allow Bases To Float Above Water": false, "Chance For Underwater Bases To Spawn (0-100) (BETA - WORK IN PROGRESS)": 0.0, "Prevent Bases From Floating Above Water By Also Checking Surrounding Area": true, "Maximum Water Depth Level Used For Float Above Water Option": 0.01 }, however maps with bad terrain will cease to work properly if there aren't enough spawn locations to choose from. this option will decrease server performance on lower end machines. a lower end machine is any machine with fewer than 12gb of memory, or a base clock speed under 3.7ghz on each core, or any machine that does not come with at least 2 cores available to the Rust server. lower end machines are still capable but issues will quickly present themselves when the machine is under any demanding load. most low end machines can host up to 20 players and 10 raid bases without issue this is mentioned so that you keep each option's performance in mind before deciding to use it. some main performance killers are too many bases, or too many npcs. i suggest no more than 10 bases on any low end server, and never more than 10 npcs per base on any machine low or high end. there are many options however that do not pose any performance issues so with any experience it should be self explanatory which ones do or do not
  22. heya TwoShoes, I think a better solution would be to use the hook provided by Removal Tool and block each remove if the command is blacklisted. then there's no possible way to continue exploiting this. I've added the following code to achieve this in the next update: in Subscribe() method: if (config.Settings.BlacklistedCommands.Exists(x => x.Equals("remove", StringComparison.OrdinalIgnoreCase))) { Subscribe(nameof(canRemove)); } and above the canTeleport method: private object canRemove(BasePlayer player) { return !player.IsFlying && EventTerritory(player.transform.position) ? m("CannotRemove", player.UserIDString) : null; }
  23. nivex

    feature request

    that's a good idea i'll keep it in mind
  24. nivex

    Raidable Bases

    @Fast_CDthanks fixed in next update. you don't need to rollback, and it isn't going to help either. the issue is its trying to update the time for someone that's offline so it's going to happen in any version just revoke raidablebases.time permission from everyone until next update
  25. nivex

    Raidable Bases

    it is a Unity bug that causes this to happen when it crashes, and it happens on Vanilla servers as well. all it takes is for one server on the machine to crash and every other one CAN crash as well. This can be caused by FindObjectsOfType being used in the code (which Raidable Bases does not use) and the corresponding error code is unity segment fault 0x01. This is often triggered when ANY server on the box restarts or a plugin unloads/reloads so it can be from any of the servers on the machine. Most often from a dev server, or a server that repeatedly reloads plugins for whatever reason. many plugins use this above code so without all of them being fixed it can be a huge problem for shared hosts glad you are hopeful. I hate these issues as much as anyone...
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