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Everything posted by nivex
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@Demo_71 heya, not really a "look here to see an exact count" way, but thats logged in the server console. so you could view logs from each day. download the logs, open them all at once in notepad++ and search for "has paid for the" text without quotes using notepad++ find all in all open documents. its easier than it sounds. literally download your logs, open them all, use search and it will tell you the count
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heya, that setting is for how many people can enter a buyable event you can set a price under one of the costs sections. line number will vary from config to config so search for the text if you can't find it. use CTRL+F or F3 buttons.
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hi, I can't say for certain without the config AND a profile. but, it's usually for this reason: "Allow Players To Buy PVP Raids": true, this must be set to true in the config unless you have multiple profiles that are PVP and PVE or you need to set Allow PVP to false in the profiles. oxide/data/RaidableBases/Profiles/ Convert PVP to PVE will convert all events to PVE.
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the respawn issue seems to be an issue with game time on your server. one of the only ways for an invoke to expire early, and thus npcs to respawn early, is if the time was altered. the only other way is so unlikely that it's not even worth mentioning. I will just implement a different solution that does not depend on that. I will use the server date time instead.
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@MEO-01 I suppose it could be the base ya. recopy the base. not sure about the respawns, but that is like the 7th report I've received in a few weeks now. this should not be possible - every respawn requires an invoke to elapse first using the min/max time (120-240), no exceptions. are you using Oxide or Carbon? I'm looking at the code now, and it's not possible for this time to be bypassed or to elapse early so I'm stumped.
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heya, these are fun. it's the Sphere Colors in the profiles, oxide/data/RaidableBases/Profiles/ they're in pairs. "Sphere Colors (0 None, 1 Blue, 2 Cyan, 3 Green, 4 Magenta, 5 Purple, 6 Red, 7 Yellow)": { "When Locked": 0, "When Unlocked": 0, "When PVP": 0, "When PVE": 0, "When Active": 0, "When Inactive": 0 }, "When Locked" and "When Unlocked" are useful if you lock bases to the player. bases don't lock in PVP by default, so this will not apply to them "When Active" and "When Inactive" are as the name implies, when the event is active or inactive. this will apply to PVE and PVP as it requires no such lock, only activity. if you want PVE and PVP to have the sphere colors then you should configure both of those pairs. there's no reason to configure "When PVP" or "When PVE" when using the other options. just ignore them. these are the only available colors, subject to change only if Facepunch adds more possible colors. so for easy, I'd recommend something like this to be consistent across PVE and PVP: "Sphere Colors (0 None, 1 Blue, 2 Cyan, 3 Green, 4 Magenta, 5 Purple, 6 Red, 7 Yellow)": { "When Locked": 3, "When Unlocked": 0, "When PVP": 0, "When PVE": 0, "When Active": 3, "When Inactive": 0 }, if you want to make PVP distinct from the rest, then you could set it to its own color.
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@miniMe_rust i feel like most players would vote based on how much they like the base or how easy it is for them, rather than how good the base actually is. this is common enough when watching players, they'll gun for the "easy" bases and ignore anything that isn't time efficient for them, even if that base is well designed. it would be too biased of a system and require a large amount of votes per base to get any real useful data from it. I'll have to pass for now my best advice? pay attention to complaints people have regarding a specific base, and make adjustments to it instead. players can use /rb to see the name of the base.
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hi, i answered that. nothing has changed regarding this. i said you have too many zones. they are taking all available space. please read my response.
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@miniMe_rust hi, np, I've included the guid at the end of each hook call in the next update Guid guid example private void OnAbandonedBaseStart(Vector3 center, float radius, bool AllowPVP, List<BasePlayer> intruders, List<ulong> intruderIds, List<BaseEntity> entities, bool CanDropBackpack, bool AutomatedEvent, bool AttackEvent, Guid guid) { // attack event means someone started the event by attacking the base with the abandonedbases.attack permission. this will only convert a base when it has become abandoned }
- 636 comments
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@miniMe_rust heya, use the vector3 center as the unique ID for bases. use the network ID for tugboats. I can add a guid to the hooks but its really not necessary with those I can add a hook to be called before any ownerid changes. you will still need to get the privs from the entities list. private void OnAbandonedBaseStart(Vector3 center, float radius, bool AllowPVP, List<BasePlayer> intruders, List<ulong> intruderIds, List<BaseEntity> entities, bool CanDropBackpack, bool AutomatedEvent, bool AttackEvent) { // attack event means someone started the event by attacking the base with the abandonedbases.attack permission. this will only convert a base when it has become abandoned } Im glad you are learning!
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hi, you have 33 zones blocking nearly every spawn point. only 100 points remain when it requires at least 1000 to function. those are clusters and all the zones are blocking them. this has not changed btw. that will vary map to map but your zones are the cause. find zones that are too large and reduce the size or remove them. or, if you want bases inside of some zones then the zone needs to be added to Allowed Zone Manager Zones
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@Cargonia heya, the default behavior prevents anyone from entering another persons raid. someone would've had to change this, or players were given a permission they shouldn't have such as raidablebases.allow which is for staff/mods/admins. players don't need any permissions by default. these are default: Lock Treasure To First Attacker in the config needs to be true Bypass Lock Treasure To First Attacker For PVE Bases in the config needs to be false Eject Enemies From Purchased PVE Raids in the profiles needs to be true Eject Enemies From Locked PVE Raids in the profiles needs to be true noclip and vanish will bypass
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- 636 comments
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hi, there are folders for the English version and the Russian version in that zip. install the English version. also, please remove that file attachment. you are sharing the paid version with anyone who reads this.
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heya, if you want to install RU then you need to convert it otherwise install the EN plugin file instead
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@MegaPihar hi, I don't support crates, not yet anyway. players cannot use the spawn command and if they had admin then it's not suitable as it would spawn wherever they are looking. either find a way to copy it with the CopyPaste plugin, or use a command provided by another plugin to give it to the player on event completion.
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@miniMe_rust hi, it's only called when the base is skipped by an automated event. owners are included in the OnAbandonedBaseSkipped hook. owners are provided for all other hooks too. yes, the owner can be removed from the entity. this is unavoidable when the config option is enabled to remove the owner.
- 636 comments
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- #rust
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