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Everything posted by nivex
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@aimacaktruepve / nextgenpve isn't the issue. it defaults damage to truepve / nextgenpve because raidable bases is ignoring it @saintmichel13 if (victim.skinID == 14922524 && weapon != null && RaidableBase.Has(weapon)) change that to: if (victim.skinID == 14922524 && weapon != null && weapon.OwnerID == 0 && RaidableBase.Has(weapon))
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@aimacak 1. i see no reason to add this since you can do this already by adding profiles for each base and using base loot tables for each profile. it is effectively the same thing. i advise against this due to my reasons below 2. loot is random already and #1 would make it even more random so there's no need for me to add this either 3. i disagree with this for the same reasons above and below your suggestions promote instant gratification which I am against. this is really bad for player retention. if your loot table amounts are consistent with the rest of your server then there shouldn't be any issues. ignore players who say otherwise. you'll always have someone who complains regardless of what you do. it's never a good idea to cater to them as they will always bug you for more too. players should have to raid multiple bases in order to profit over time. otherwise, they will get rich sooner, become bored, and log off of your server. this is why instant gratification is bad, and is ultimately why i disagree with all of your points. @Kobani spawns database plugin can draw them on your screen. there is nothing to add them to the map and players would be able to see them if that was added. plus it would not be good on performance
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I'm not sure what other plugins cause this, aside from Death Notes
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Changed Fixed In to Next Version
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another plugin is removing the player as the initiator, most likely death notes which has always done this, or something else. I removed the workaround for it (because its hacky code and I won't be using it) which is why its noticeable.
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@aimacakmost players are accustomed to turrets without power sources working, but it would be very confusing for players to destroy a power source and have power persist. you copy from center of base looking at top of the center most foundation, or you can use the AutoHeight option in the config (NOT profile)
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Facepunch will have to resolve the buoyancy having fewer slots (36). I guess just use the normal box until this next Rust forced update and check again:) Ill go ahead and try to force the size in my next update but it should be changed by Facepunch to be consistent size with the other box by default @aimacakya, it is intended to work this way. then you can decide which turrets always have power and which do not. walled off TC is intended also, but I would have to see a box to confirm if it is where I want it to be. it's best to edit it to your liking, of course. there is no one size fits all here, either:) I will check umod threads later today
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heya this is a bug and is fixed in the next update if (victim.skinID == 14922524 && weapon != null && RaidableBase.Has(weapon)) { return false; } changed to if (victim.skinID == 14922524 && weapon != null && weapon.OwnerID == 0 && RaidableBase.Has(weapon)) { return false; }
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Changed Status from Pending to Closed
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hi, this happens when another plugin removes the player as the initiator. Death Notes is known to do this with its use of the OnFireBallSpread hook, but it's not limited to that plugin
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a video of this would be better. I feel like some information is left out. it is not clear where the players are, and this sounds like an AI bug not a plugin bug. npcs are told to attack every second, so if they're staring off into Narnia then their AI is frozen and there's nothing I can do about that.
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Loot still accessable Prior to taking tc
nivex replied to drippytip2022's Support Request in Support
Changed Status from Pending to Closed Changed Fixed In to Next Version -
Loot still accessable Prior to taking tc
nivex replied to drippytip2022's Support Request in Support
yes