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Everything posted by nivex
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Server performance is my number one priority and I will continue to fix any performance issues. It is difficult when I can't reproduce them, and when so few people have the issue. Issues like this are much easier to fix when I have access to a machine in order to reproduce the issue. It is very difficult to fix something when you don't know the cause. It is intended and by design that npcs act erratically as it makes them difficult to kill. Collider issues can be fixed by updating CopyPaste and the tier packages. Otherwise it is caused by another plugin. I did ask the author of CopyPaste to remove unity scripts from being pasted in, and provided the fix, but have thus far been ignored. A plugin is not going to cause a server-node to crash. I don't know who told you this but they're wrong and if it was your host then find a different one that doesn't feed you nonsense. I apologize for the issues you're experiencing and you can rest assured that they will be fixed when I find a fix for them
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I am trying to get it fixed asap sorry for the wait
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@TwoShoesi am unable to reproduce issue with mini spamming players in 2.4.4. can anyone else confirm this is still happening? also I will not be replying to the closed thread regarding this simply because i'm asking others for more information here instead. also need step by step instructions to reproduce this. getting on a mini and flying in - nadda, getting on mini while already in - nadda
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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heya this is fixed in the next update. thanks
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heya. I am aware and working on a fix thanks
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ok i found the issue if (!InRange(collider.transform.position, sac.position, sac.safeRadius)) { goto next; } the issue is the position of the train track on the server starts much further away than the specified radius, and is therefore excluded, regardless of a portion of the train track being contained within the specified radius. a mere oversight sac contains both safeRadius (Protection Radius) and buildRadius (Player Cupboard Detection Radius) which differ greatly. rather than checking each one individually I am attempting to check them both at the same time to save on server performance. I just need to figure out an elegant solution to this distance check float dist = (collider.transform.position - sac.position).magnitude; if (dist > sac.safeRadius && dist <= sac.buildRadius) { goto next; } i've come up with this but i'm uncertain if it will cause any other issues so i'll have to think on it
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they are lockouts and you can configure lockout in the config. just search for lockout to find all of the settings. all are showing because someone enabled global lockouts
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well that sneaky little shit how'd he get in there?! it should show train_track in place of the green X LOL idk why it's blocking every other one and not this one yet
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well as i said train_track is already blocked. you are using 2.4.4? I'll fix it =p
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im looking into this issue thanks guys would be great if you could give me the name of the prefab though. i only blocked train_track
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Changed Status from Pending to Closed
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- 572 comments
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- 1
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- #rust
- #rust plugin
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heya. aye, this is intended to function this way as it is technically 30 items. i can note this down to change later
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guess I should have stated these issues were fixed when I released 1.1.9 on the 12th I am aware of the issues with guntraps and tesla coils not doing damage, and also with the exception being thrown from OnPlayerSleep. releasing update for this shortly @Albonationcan you provide details on what this option should do? the plugin already protects offline players so long as they haven't been offline more than the configured time @Rust AdminI've added the Allow Players To Use MLRS option in next update
- 572 comments
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- #rust
- #rust plugin
- (and 6 more)
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Changed Status from Pending to Closed
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to clarify, all future updates are free for all of my products