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nivex

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Everything posted by nivex

  1. nivex

    Raidable Bases

    1. rust would need to fix this afaik 2. ill fix this 3. rust needs to fix this. npcs should be teleported out. i will just kill them next update. 4. all events spawn using the same method so it is something else causing your issue. put a TC there to block the spawn and see where it spawns then.
  2. nivex

    Raidable Bases

    @Jinxtnah, I just haven't written any code to prevent that from happening yet. it is quite fun to watch it happen though =P itll be added next update
  3. nivex

    Raidable Bases

    @aimacakyou need to update the plugin
  4. nivex

    Raidable Bases

    those config options Markiii has listed would be the only reasons why they wouldn't.
  5. hi, yes, sorry this was changed in the latest update. I will change it back you need to enable stability for all buildings + enable the extra copypaste stability option in each profile every single base must have this true: "Stability (true/false)": true, and this must be true "Enable CopyPaste Stability Option (USE AT YOUR OWN RISK - POTENTIAL SERVER CRASH)": true,
  6. nivex

    Diffrent pvp and pve for bases

    no, you can have a random chance for PVE or PVP for ALL difficulties, but you cannot do it individually "Chance To Randomly Spawn PVP Bases (0 = Ignore Setting)": 50.0, you can use Convert PVP to PVE for Buyable Events even if all profiles are PVP though. this requires Allow Players To Buy PVP Raids be set true. they're going to be converted to PVE anyway so theres no reason to set it false. you cannot lock individual difficulties either. it applies to all difficulties just like PVE and PVP above it would be too confusing for users if i moved these options into the profiles, too. all their settings for those options would be reset and i really don't like resetting options if i can help it. if you can come up with a solution then i'll consider it.
  7. nivex

    Raidable Bases

    @chuck norristhat's not going to be the only reason. turn off the debug and let it run for 10 minutes and then use the debug to get a full report. then look at the highest occurrences and figure it out
  8. nivex

    Raidable Bases

    use rbe debug @chuck norris
  9. nivex

    Raidable Bases

    @MrIceso sorry about this. Rust corrected their spelling of chocolate and it exposed a bug within my plugin that causes it to loop however many times you have Amount Of Items To Spawn set to, which can crash the server when its set excessively high. this is fixed in next update tier packages would have the item in the Difficulty Loot folder for each file. just search choc and rename that to chocolate. the next update fixes this as well by renaming it automatically so you don't have to I will release it in a few moments
  10. you can increase the amount in the config. change the max amount allowed per difficulty and then set that total number under Max Maintained Events
  11. yes
  12. nivex

    Raidable Bases

    fixed in 2.6.3 @HowlingWolf download it =]
  13. it's not in the config file but was removed from the cs file in 2.6.2. everything is done using Rust's extents now in 2.6.2
  14. nivex

    Raidable Bases

    @HowlingWolf4.1.32 is current version to use. is there a problem?
  15. nivex

    Raidable Bases

    2.6.2 released btw
  16. nivex

    Raidable Bases

    @saintmichel13 @NoxiousPluK @MooDDang fixed in next update @Phuong no, they use the same loot tables. you can set Loot Amount Multiplier for buyables in the profiles. yes, in base loot table you can make that always spawn. add your items to your Base Loot table, and set Always Spawn Base Loot Table to true in the profile.
  17. Changed Status from Pending to Closed
  18. hey i replied to your umod post.
  19. Changed Status from Pending to Closed
  20. nivex

    Raidable Bases

    i don't make them disappear. I THINK you can fix this by deleting Steam\steamapps\workshop\content\252490 in your client folder, in which case it would just redownload the skins again so if some don't show then they will when they download again. height issue is fixed next update there is no setting to kill scientists on the road
  21. nivex

    Raidable Bases

    ok fixed next update soon, I don't want to release it early when it's not quite ready. it just a minor annoyance with where it spawns so just bare with me. there's more great changes to come with this update fix fps by lowering the paste per batch setting as suggested by @OndraasekI recommend setting it to 5 or lower even on the best of machines it will still tank your FPS when it pastes. this is because of the usage of NextTick not being enough time for the server to process the batch properly. however it is not worth the CopyPaste dev changing this just because FPS temporarily suffers. that is to be expected when pasting a base into the game that has hundreds if not thousands of entities.
  22. "Run Once On Server Startup": false, "Run Every X Seconds": 0.0, hi, it's this way by default. you must enable one of these to have it work automatically. i wouldn't set less than 3600.0 timer can only restart for everyone if the datafile becomes corrupted, and that would be an issue with your hosts machine. this would be in your logs also. if its not there then it didn't reset timers will reset to 7 days for active players. timers start automatically. /sab and abandonedbases.attack check those timers. attack is meant to start events when timer expires rather than using the two above options. this allows players to hunt for bases instead.
  23. nivex

    Raidable Bases

    @aimacak it is intended that the base only despawns when it's inactive. if it is being raided then it is not inactive. so therefore Minutes Until Despawn After Inactive should not despawn the base when the timer reaches zero if its not inactive, but this ONLY applies when Reset is disabled they're different plugins so they're not going to function the same. it is intended that npcs do not spawn their clothes into the corpses inventory. this is why i am adding the option so that they can. all plugins must do this as the inventory is cleared natively when the npc dies otherwise @NeiboXPerience plugin should be excluding Raidable Base events in its OnLoseCondition hook by using the EventTerritory API @MACHIN3=] if (Convert.ToBoolean(RaidableBases?.Call("EventTerritory", player.transform.position))) return null;
  24. nivex

    Raidable Bases

    @aimacaki think you misunderstand the option then, as thats how it's supposed to work you can't see what they were wearing. facepunch clears their inventory
  25. nivex

    Raidable Bases

    @aimacak what one limit? time limits are per difficulty under Player Lockouts in the config the base will despawn when Minutes Until Despawn After Looting Resets When Damaged is false regardless of if it is active or not Despawn Inventory On Death is for the items the game spawns on their corpse when they die. not their clothes etc. I've added a new option for that in next update Spawn Loadout In Corpses Inventory
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